Approval Sheet

Total Page:16

File Type:pdf, Size:1020Kb

Approval Sheet APPROVAL SHEET Title of Thesis: Historical Simulations and the Mechanics of Conquest Name of Candidate: Andrew M. Arvizu Master of Arts, 2020 Thesis and Abstract Approved: __ __ Dr. Daniel Ritschel Associate Professor Historical Studies Date Approved: ____04/27/2020_______________________________ ABSTRACT Title of Document: HISTORICAL SIMULATIONS AND THE MECHANICS OF CONQUEST: HOW GAME MECHANICS TELL STORIES ABOUT THE PAST Andrew Arvizu, Master in the Arts of History, 2020 Directed By: Associate Professor and Affiliate Faculty in Public Policy, Daniel Ritschel, History Over the past decade, historical simulations have become one of the most popular genres of video games. With audiences in the millions, these historically themed games represent mass-market works of popular history. This paper studies the kinds of historical narratives that tend to predominate within the genre through an analysis of game mechanics. Using the philosophy of experiential game design, this paper contextualizes four games within the broader historiography. An emphasis is given on comparing Tory and Whig histories and also the limitations of the medium in conveying historical narratives. HISTORICAL SIMULATIONS AND THE MECHANICS OF CONQUEST: HOW GAME MECHANICS TELL STORIES ABOUT THE PAST By Andrew Arvizu Thesis submitted to the Faculty of the Graduate School of the University of Maryland, Baltimore County, in partial fulfillment of the requirements for the degree of Master in the Arts of History 2020 © Copyright by Andrew Arvizu 2020 Acknowledgements A special thanks to the outstanding History and Visual Arts Department at University of Maryland Baltimore County. Their assistance over the last 6 years has been invaluable in supporting my academic growth and fostering a passion for art and history. Numerous professors, including Dr. Denise Meringolo, Dr. Daniel Ritschel, Dr. Anne Rubin, and Professor Sarah Sharp have provided essential guidance my on my academic and professional journeys. Moreover, many of the sources and present in this paper were developed with the direct assistance of the above professors. Thanks to my parents who have supported me, encouraged me, and helped me through everything. Their constant encouragement to be something more has pushed me to become the person that I am today. Without their support, none of this would have been possible. And, finally, thanks to Melyssa Quan. Beyond providing me with a better understanding of artistic theory, which is well-utilized in this paper, Melyssa has been there to support me in every way imaginable. Thank you for pushing me to be the best person I can be and providing me with the support to make this dream a reality. ii Table of Contents INTRODUCTION | 2 Literature Review | 6 Methodology | 14 Chapter Outline | 17 CHAPTER 1: Between Engagement and Argument, the Implicit Arguments in the Mechanics of | 20 Commercial Historical Simulations Learning from Simulations | 28 The Commercial Imperative | 37 Games as Popular History | 44 CHAPTER 2: Europa Universalis and the Changes to the Genre | 47 Europa Universalis III: Historiographical Alignment through Complexity | 52 Europa Universalis IV: Shifting Ideologies through Design Philosophies | 65 CHAPTER 3: Victoria II and the Mechanics of Conquest | 76 Geopolitics and the Victorian Period | 79 Expansion, Colonialism, and Famine | 83 Justification of Imperialism: Honor and Prestige | 94 Politics, Social Movements, and Political Economy | 103 Limitations of the Medium | 109 CONCLUSION | 111 APPENDIX A | 113 BIBLIOGRAPHY | 123 Primary Sources | 127 Steam Pages | 128 Files Accessed | 129 iii INTRODUCTION In the spring of 2019, Paradox Interactive released Imperator: Rome. This game was set ​ ​ to become the company’s next flagship historical simulation, taking its place among the wildly successful Crusader Kings, Europa Universalis, and Victoria. After an extensive marketing ​ ​ ​ ​ ​ ​ campaign, which had purchased ad space on gaming websites Steam, ModDB, and GoG, the game was released to the public. Unlike the other flagship Paradox games, Imperator faced ​ ​ immediate backlash. The game received a 38% approval rating and the company faced an 1 overwhelming wave of criticism from longtime fans. Among many of the complaints of cut features and bad design one criticism remained consistent. For players who expected a “historically accurate” experience, Imperator failed to create a sense of historical authenticity. ​ ​ This thesis will study how games construct a sense of historical authenticity and how the constraints of the medium can often dictate a game’s historical narratives. Here, a distinction is drawn between historical accuracy and historical authenticity. The former is an adherence to the academic consensus of history whereas the latter is the use of historic symbolism to elicit a sense of the past. Although games are ultimately produced to entertain, they are also representations of the past, with political ramifications. Using historical authenticity, games can make convincing arguments about the past. Just like any other work of history, popular or academic, historical simulations align to specific historiographical paradigms. Within historical simulations, this relationship is even stronger, as these games purport to simulate not only what happened in the past, but how the past operates. 1 The game’s ratings and feedback can be viewed on https://store.steampowered.com/app/859580/Imperator_Rome. ​ ​ Accessed July 20, 2019. Since the time of this writing, the game’s overall rating has increased to 50%, in part due to significant price drops, free content updates, and downloadable content. Despite the uptick in ratings since the time of writing, the majority of negative comments still speak to the lack of historical authenticity. 1 Historical simulations, then, may be analyzed as works of popular history. Several recent scholars, notably Jerremie Clyde, Howard Hopkins, and Glenn Wilkinson have argued that games created by historians are examples of legitimate scholarship, equivalent to the publication 2 of a book. If historian-made scholarly games are examples of academic history, then commercially made and historically themed games represent popular histories. These works of popular history reach hundreds of thousands of players, and actively make arguments about how the past worked. Unlike other mediums, a video game’s historical arguments are created through interactivity. For interactivity to exist, games need mechanics. Mechanics are the way a player interacts with the game world. In Solitaire, for example, the primary mechanic is clicking and dragging a card from the deck to the desired location. When designing games, programmers make conscious decisions about what kinds of mechanics they will include in the game. These mechanics must be concrete and quantitative, since they must be parsed through computer code. In historical simulations, programmers who make mechanics are making historical arguments. Historical simulations are a genre of games in which players are tasked with managing an institution, usually a country, over a period of time. Programmers must create mechanics which allow players to interact with the game world as their institution. Programmers, then, must quantify the relationships within and between institutions. The developers of Victoria ​ II, a Victorian themed game where players control a country, had to quantify the impact of ​ 2 Jerremie Clyde, Howard Hopkins, and Glenn Wilkinson, “Beyond the ‘Historical’ Simulation: Using Theories of History to Inform Scholarly Game Design,” The Journal of the Canadian Game Studies Association Vol 6(9) ​ ​ (2012): 3–16. Similar studies can be found here: Vinicius Marino Carvalho, “Videogames as Tools for Social Science History.” Historian 79, no. 4 (Winter 2017): 794–819. ​ And Here: Dawn Spring, “Gaming History: Computer and Video Games as Historical Scholarship.” Rethinking ​ History 19, no. 2 (June 2015): 207–21. ​ 2 changing tax policy, demographic changes, and civil unrest. In allowing players to control a country, they had to create mechanics which translated decision making into quantifiable results. These quantifications include how likely a working class rebellion is in a country, how industrialization would affect quality of life, or how much the development of the cotton gin would affect the market for cotton, textiles, and slaves. The act of quantifying these phenomena is comparable to the work of a historian. Since interactivity is what makes games unique from other forms of media, this study will emphasize the role played by mechanics rather than aesthetic or intentional narrative choices. Numerous articles and studies have been made analyzing the historical accuracy of games. These reviews typically focus on the dates of events, the names of generals, or the styles of uniforms. Done by both academic historians and armchair generals these studies fail to analyze games at their core. By their very nature as an interactive medium, games cannot be historically accurate. By the first turn of any game, the player’s ability to interact with the game world will have already led the game astray from the historical record. Critiquing uniforms of armies or dates of events is a moot point in a game where the player can and will create a-historical outcomes. Instead, the strongest analysis will come from a study of how the player interacts with the game and what the game allows the player to do. Interactivity is especially important in historical simulations, since
Recommended publications
  • The Development and Validation of the Game User Experience Satisfaction Scale (Guess)
    THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) A Dissertation by Mikki Hoang Phan Master of Arts, Wichita State University, 2012 Bachelor of Arts, Wichita State University, 2008 Submitted to the Department of Psychology and the faculty of the Graduate School of Wichita State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy May 2015 © Copyright 2015 by Mikki Phan All Rights Reserved THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) The following faculty members have examined the final copy of this dissertation for form and content, and recommend that it be accepted in partial fulfillment of the requirements for the degree of Doctor of Philosophy with a major in Psychology. _____________________________________ Barbara S. Chaparro, Committee Chair _____________________________________ Joseph Keebler, Committee Member _____________________________________ Jibo He, Committee Member _____________________________________ Darwin Dorr, Committee Member _____________________________________ Jodie Hertzog, Committee Member Accepted for the College of Liberal Arts and Sciences _____________________________________ Ronald Matson, Dean Accepted for the Graduate School _____________________________________ Abu S. Masud, Interim Dean iii DEDICATION To my parents for their love and support, and all that they have sacrificed so that my siblings and I can have a better future iv Video games open worlds. — Jon-Paul Dyson v ACKNOWLEDGEMENTS Althea Gibson once said, “No matter what accomplishments you make, somebody helped you.” Thus, completing this long and winding Ph.D. journey would not have been possible without a village of support and help. While words could not adequately sum up how thankful I am, I would like to start off by thanking my dissertation chair and advisor, Dr.
    [Show full text]
  • 278Th Soldiers Train Iraqis St O R Y a N D P H O T O B Y Sgt
    The Expeditionary Times Proudly serving the finest Expeditionary service members throughout Iraq Vol. 4 Issue 2 May 26, 2010 http://www.hood.army.mil/13sce/ Worldwide Force protection officer works to improve training Page 4 UFC Sgt. Josh Kimberly a cavalry scout with B Troop, Regimental Support Squadron, 278th Armored Cavalry Regiment, 13th Sustainment Command (Expeditionary), and Columbia, Tenn., native observes an Iraqi Army military policeman demonstrate procedures for conducting a personnel search at Contingency Operating Base Taji, Iraq. 278th Soldiers train Iraqis STORY AND PHOTO BY Sgt. Josh Kimberly and Pfc. Eric White, we draw down and have less Soldiers here from U.S. SGT . DAVID A. SCOTT cavalry scouts with B Troop, Regimental Support and coalition forces, then the Iraqi Army will take EXP E DITIONARY TIM E S STAFF Squadron, 278th ACR, 13th ESC, both Columbia, an even greater role in the security at those check- Tenn., natives were the primary instructors. The points and those ECPs. So this serves both of those CONTINGENCY OPERATING BASE TAJI, day’s training at the Iraqi Army compound located purposes.” Iraq– Every Sunday, members at COB Taji lasted nearly an hour, with an inter- 278th continued page 10 Pro-athletes of the 278th Armored Cavalry preter to assist both the students and the instruc- host clinic for Regiment, 13th Sustainment tors. Command (Expeditionary) Kimberly, who served with the 278th during Soldiers train their counterparts on its previous deployment to Iraq in 2004, took the essentials of force protec- the lead explaining the tasks to the squad of 10 tion, because soon the 278th Iraqis.
    [Show full text]
  • Master's Thesis: Visualizing Storytelling in Games
    Chronicle Developing a visualisation of emergent narratives in grand strategy games EDVARD RUTSTRO¨ M JONAS WICKERSTRO¨ M Master's Thesis in Interaction Design Department of Applied Information Technology Chalmers University of Technology Gothenburg, Sweden 2013 Master's Thesis 2013:091 The Authors grants to Chalmers University of Technology and University of Gothen- burg the non-exclusive right to publish the Work electronically and in a non-commercial purpose make it accessible on the Internet. The Authors warrants that they are the authors to the Work, and warrants that the Work does not contain text, pictures or other material that violates copyright law. The Authors shall, when transferring the rights of the Work to a third party (for example a publisher or a company), acknowledge the third party about this agreement. If the Authors has signed a copyright agreement with a third party regarding the Work, the Authors warrants hereby that they have obtained any necessary permission from this third party to let Chalmers University of Technology and University of Gothenburg store the Work electronically and make it accessible on the Internet. Chronicle Developing a Visualisation of Emergent Narratives in Grand Strategy Games c EDVARD RUTSTROM,¨ June 2013. c JONAS WICKERSTROM,¨ June 2013. Examiner: OLOF TORGERSSON Department of Applied Information Technology Chalmers University of Technology, SE-412 96, G¨oteborg, Sweden Telephone +46 (0)31-772 1000 Gothenburg, Sweden June 2013 Abstract Many games of high complexity give rise to emergent narratives, where the events of the game are retold as a story. The goal of this thesis was to investigate ways to support the player in discovering their own emergent stories in grand strategy games.
    [Show full text]
  • Year-End Report and Quarterly Report October - December 2020-01-01 - 2020-12-31
    YEAR-END REPORT AND QUARTERLY REPORT OCTOBER - DECEMBER 2020-01-01 - 2020-12-31 YEAR-END REPORT AND QUARTERLY REPORT OCTOBER - DECEMBER 2020-01-01 - 2020-12-31 *Please note that this is a translation for information purposes only - in case of any discrepancies between this version and the Swedish, the Swedish version shall prevail. Paradox Interactive AB (publ) • Org.nr: 556667-4759 • Magnus Ladulåsgatan 4, 118 66 Stockholm • www.paradoxinteractive.com 1 YEAR-END REPORT AND QUARTERLY REPORT OCTOBER - DECEMBER 2020-01-01 - 2020-12-31 YEAR-END REPORT AND QUARTERLY REPORT OCTOBER - DECEMBER 2020-01-01 - 2020-12-31 FOURTH QUARTER 2020 IMPORTANT EVENTS IN THE FOURTH QUARTER 2020 • Revenues amounted to MSEK 433.7 (MSEK 381.3), an increase by 14 % • The new game Empire of Sin, developed by Romero Games, was released compared to the same period last year. December 1, 2020. • Operating profit amounted to MSEK 79.5 (MSEK 163.5), a decrease by 51 %. • Two expansions were released during the period; Star Kings for Age of • Profit after financial items amounted to MSEK 78.6 (MSEK 156.7), and profit Wonders: Planetfall, and Battle for the Bosporus for Hearts of Iron IV. after tax amounted to MSEK 59.5 (MSEK 130.5). • The Group’s employees continue to work from home to reduce the spread of • Cash flow from operating activities amounted to MSEK 387.1 (MSEK 265.4), and Covid-19. cash flow from investing activities amounted to MSEK -207.3 (MSEK -135.4). • By the end of the period cash amounted to MSEK 767.6 (MSEK 554.2).
    [Show full text]
  • Why Grand Strategy Games Will (Already) Make Teachers Obsolete. Alain Xalabarde A-Line Games Barcelona [email protected]
    Why Grand Strategy games will (already) make teachers obsolete. Alain Xalabarde A-line Games Barcelona [email protected] Abstract Content This talk analyzes how a relatively new trend of games is ‘Grand Strategy’ games make use of very deep and pushing the boundaries of what can be taught through interwoven systems, with a high attention to detail and play. Unlike most other commercial games, where the freedom to micromanage. Players are a lot more open to focus is being able to quickly pick it up and play, these unintuitive UIs, steep learning curves and bare-bones Figure 1: “Crusader Kings II” titles pack a huge amount of highly-researched graphics. This gives developers the freedom to knowledge and offers teachers new ways of approaching concentrate on historical accuracy, content and their subjects. immersion. Author’s Keywords Grand strategy; 4x; simulators; management; business sims; edu games. Introduction Although we are all aware that technology will take over our current teaching methods, some are not fully conscious of how it’s already having an impact. Games are a great teaching tool, however, they sometimes fall short when it comes to content. That’s where Grand Strategy games and similar genres are going the extra mile, and offering their users in-depth knowledge on matters that would otherwise take months of formal Figure 3: “Victoria II” Figure 2: “Europa Universalis IV” training. Copyright © 2019 Alain Xalabarde. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0). Target Although it may seem intimidating at first, teachers need not to fear, but to learn how to make these games work in their favor.
    [Show full text]
  • Hoi3 Manual.Pdf
    TABLE OF CONTENTS INSTALLATION 6 DIPLOMACY 34 System Requirements 6 D1.0 Faction 34 D2.0 Cores 34 WELCOME 7 D3.0 Threat (Belligerence) & Neutrality 35 Historical Context 7 D4.0 Diplomatic Relations 35 D5.0 Alignment Drift 35 GAME SCREEN, MAPS & INTERFACES 10 D6.0 Diplomatic Actions 36 A 1.0 Startup Options & Startup Screen 10 D7.0 Alliances 37 A2.0 Main Screen Interface 12 D8.0 Trade Agreements 37 A3.0 Main Map 14 D9.0 Expeditionary Forces 37 A4.0 Mapmodes 16 A5.0 Interfaces 18 TECHNOLOGY & RESEARCH 39 How the HOI 3 World Works 23 E1.0 Technology Concept in HOI 3 39 A6.0 Terrain 24 E2.0 Theory vs. Practical 39 A7.0 Weather 24 E3.0 Decay of Knowledge 39 A8.0 Time of Day 26 E4.0 Research 39 A9.0 Resources 26 E5.0 Technology Upgrades 41 E6.0 Licensing Technology 41 ECONOMICS 27 E7.0 Technology Espionage 41 B1.0 Industrial Capacity (IC) 27 B2.0 Demand for Resources 27 POLITICS & GOVERNMENT 42 B3.0 Resources & Trade 27 F1.0 Governments 42 B4.0 Debt 27 F2.0 Internal Politics 43 B5.0 Special Comintern Rule 27 F3.0 Events, Decisions and Laws 43 B6.0 Oil & Fuel 28 F4.0 Mobilization 44 B7.0 Money 28 F5.0 National Unity 44 B8.0 Consumer Goods 28 F6.0 Governments in Exile 45 B9.0 War Exhaustion (WE) 28 F7.0 Occupation Governments & Policies 45 B10.0 Mobilization 28 F8.0 Liberating Countries 46 F9.0 Puppet States 46 PRODUCTION 30 F10.0 Partisans & Rebels 46 C1.0 Manpower 30 F11.0 War Exhaustion 46 C2.0 Unit Production Interfaces 30 F12.0 Surrender, Peace & Annexation 46 C3.0 Carrier Air Groups (CAGs) 32 C4.0 Reserve Divisions 32 INTELLIGENCE & DETECTION
    [Show full text]
  • Victoria 2 Mods Download Victoria 2 Mods Download
    victoria 2 mods download Victoria 2 mods download. A mod for Victoria II with Heart of Darkness Expansion that continues the legacy of Divergences : An Alter Vicky mod created by Kinniken. According to the quantum theory, every decision made in the universe creates an alternative universe where all the following events take a different way. The first decision that diverged the timeline is called the Point of Divergence. In the Divergences mod there are PODs that are not bound to each other: The duke of Burgundy decides to continue his support for Plantagenets in the Hundred Years' War The personal union of Denmark, Norway and Sweden survives and evolves to a unitary state Isabella of Spain married a Portuguese prince, instead of Ferdinand II. The Chenghua Emperor does not stop Ming China's explorations, but decides to pursue them with greater zeal than before But that were not all the changes. The timeline began to diverge more and more and after 400 years the very world as we know it looks absolutely different. "Official canon" can be found here : https://forum.paradoxplaza.com/forum/index.php?threads/divergences-of-darkness-history-thread.823974/ In perpetual beta some might say but slowly advancing toward a polished version. What needs to be done ? Graphics : you like the mod and are good with graphics such as making images for events/decisions then you can always contribute Making new colonial nations in Africa. Adding colonial interactions between the Great Power in Asia to create a Great Game ITTL Redoing the map to make it more distinct from the real wolrd Always more flavor for countries ! Feel free to contribute in those areas if you know a bit of code and if you have suggestions you can always tell them here or on the official thread : https://forum.paradoxplaza.com/forum/index.php?threads/divergences-of- darkness.743333/ Aussi hélas pas de traduction française mais si quelqu'un esst motivé il a mes encouragements ! Please log in or register.
    [Show full text]
  • Advanced Guide for Beginners Table of Content
    ADVANCED GUIDE FOR BEGINNERS TABLE OF CONTENT TABLE OF CONTENT THE EARLY GAME 5 WHAT IS YOUR PLAN? WHAT DO YOU WANT TO ACCOMPLISH IN THIS GAME? 7 SETTING EARLY RESEARCH PRIORITIES 9 EARLY PRODUCTION PRIORITIES 12 FIRE POWER OR STAYING POWER? 18 SPENDING POLITICAL POWER 24 MIDGAME 26 ORGANIZING AN ARMY 27 USING AIR POWER 34 USING NAVAL POWER 37 MID-GAME RESEARCH 39 MID-GAME PRODUCTION 41 THE LATE GAME 43 NAVAL INVASIONS 44 SPECIALIZED UNITS 47 UPGRADES AND REINFORCEMENTS 50 NUKES AND ROCKETS 52 RESISTANCE 54 IS THERE A STRATEGY TO THE PEACE TREATY? 56 2 INTRODUCTION Hearts of Iron IV is one of Paradox Development Studio’s most popular titles, but also a bit of an outsider. Unlike the broad open-ended stories that are availa- ble to you in Crusader Kings II or Europa Universalis IV, Hearts of Iron is a ruthlessly focused game. You are not shackled to history, but the game is about World War II and World War II will happen. Of course, the World War II you encounter in a game will bear only a passing resemblance to the one we know from history. Maybe Germany goes after the Soviet Union first, and maybe Italy decides to go its own way in 1938. But Hearts of Iron is still a game about war – preparing for war, researching war re- lated technologies, developing attack plans and then keeping that war machi- ne going until the issue is settled. To this end, Hearts of Iron has a much greater emphasis on military matters than political or economic matters.
    [Show full text]
  • 10Th IAA FINALISTS ANNOUNCED
    10th Annual Interactive Achievement Awards Finalists GAME TITLE PUBLISHER DEVELOPER CREDITS Outstanding Achievement in Animation ANIMATION DIRECTOR LEAD ANIMATOR Gears of War Microsoft Game Studios Epic Games Aaron Herzog & Jay Hosfelt Jerry O'Flaherty Daxter Sony Computer Entertainment ReadyatDawn Art Director: Ru Weerasuriya Jerome de Menou Lego Star Wars II: The Original Trilogy LucasArts Traveller's Tales Jeremy Pardon Jeremy Pardon Rayman Raving Rabbids Ubisoft Ubisoft Montpellier Patrick Bodard Patrick Bodard Fight Night Round 3 Electronic Arts EA Sports Alan Cruz Andy Konieczny Outstanding Achievement in Art Direction VISUAL ART DIRECTOR TECHNICAL ART DIRECTOR Gears of War Microsoft Game Studios Epic Games Jerry O'Flaherty Chris Perna Final Fantasy XII Square Enix Square Enix Akihiko Yoshida Hideo Minaba Call of Duty 3 Activison Treyarch Treyarch Treyarch Tom Clancy's Rainbow Six: Vegas Ubisoft Ubisoft Montreal Olivier Leonardi Jeffrey Giles Viva Piñata Microsoft Game Studios Rare Outstanding Achievement in Soundtrack MUSIC SUPERVISOR Guitar Hero 2 Activision/Red Octane Harmonix Eric Brosius SingStar Rocks! Sony Computer Entertainment SCE London Studio Alex Hackford & Sergio Pimentel FIFA 07 Electronic Arts Electronic Arts Canada Joe Nickolls Marc Ecko's Getting Up Atari The Collective Marc Ecko, Sean "Diddy" Combs Scarface Sierra Entertainment Radical Entertainment Sound Director: Rob Bridgett Outstanding Achievement in Original Music Composition COMPOSER Call of Duty 3 Activison Treyarch Joel Goldsmith LocoRoco Sony Computer
    [Show full text]
  • Gratis. Kalo Jauh Kena Ongkos Kirim Rp
    GROSIR GAMES Rp.5rb per disk/kaset/dvd bisa di kirim ke tempat / Cash on delivery ( COD ) gratis. kalo jauh kena ongkos kirim Rp.5rb :) Contact Person : - 0896 5606 5690 ================================================================= --> Update Games 2014 s/d Juni 2014 : Murdered Souls Suspect 3dvd State of Decay Lifeline 1dvd Wolf Among Us episode 4 1dvd Watch Dogs 4dvd Killer Is Dead 4dvd Wolfenstein New Order 10dvd Van Helsing 2 6dvd Tropico 5 1dvd Hegemony of Rome Rise of Caesar 1dvd Transistor 1dvd Dinasty Warrior 8 4dvd Dread Out full version 1dvd Walking Dead Season 2 Episode 3 1dvd Outlast Whistleblower 2dvd Bound By Flame 2dvd Amazing Spiderman 2 3dvd Daylight 1dvd Dark Souls 2 3dvd Child of Light 1dvd Trial Fusion 2dvd Warlock 2 1dvd Strike Suit Zero 2dvd Wargame Red Dragon 4dvd Agarest Generations of War Zero 2dvd Lego Hobbit 2dvd Halo Spartan Assault 1dvd Age Of Wonders III 1dvd Batman Arkham Origins Blackgate 1dvd Wolf Among Us episode 3 1dvd Simcity Digital Deluxe 2014 1dvd Bioshock Infinite DLC Burial at Sea episode 2 6dvd Castlevania Mirror of Fate 1dvd Total War Rome 2 Hannibal at the Gate 3dvd MXGP 1dvd Cabelas Big Game Pro Hunter 1dvd Castlevania 2 Lord of Shadow DLC Revelations 2dvd Ether One 1dvd Breach And Clear 1dvd IHF Handball Challenge 1dvd Betrayer 1dvd Devil May Cry 2013 Complete Edition 3dvd ARMA III Full Campaign 3dvd Ninja Gaiden Yaiba 2dvd Deus Ex The Fall 1dvd Typing of Dead Overkill 2dvd Walking Dead 2 episode 1-2 1dvd Southpark Stick of Truth 1dvd Resident Evil 4HD 3dvd Thief 4dvd Castlevania Lord
    [Show full text]
  • What Can K-12 School Leaders Learn from Video Games and Gaming? Richard Halverson
    Innovate: Journal of Online Education Volume 1 Article 3 Issue 6 August/September 2005 9-1-2005 What Can K-12 School Leaders Learn from Video Games and Gaming? Richard Halverson Follow this and additional works at: https://nsuworks.nova.edu/innovate Part of the Education Commons Recommended APA Citation Halverson, Richard (2005) "What Can K-12 School Leaders Learn from Video Games and Gaming?," Innovate: Journal of Online Education: Vol. 1 : Iss. 6 , Article 3. Available at: https://nsuworks.nova.edu/innovate/vol1/iss6/3 This Article is brought to you for free and open access by the Abraham S. Fischler College of Education at NSUWorks. It has been accepted for inclusion in Innovate: Journal of Online Education by an authorized editor of NSUWorks. For more information, please contact [email protected]. What Can K-12 School Leaders Learn from Video Games and Gaming? All exhibits, tables and figures that have remained available have been included as additional content with their respective articles to be downloaded separately. Click here to return to the article page on NSUWorks and view the supplemental files. Unfortunately, not all the supplemental files have survived until 2015 and some will be missing from the article pages. If you are an author in Innovate and would like to have your supplemental content included, please email the NSUWorks repository administrator at [email protected]. This article is available in Innovate: Journal of Online Education: https://nsuworks.nova.edu/innovate/vol1/iss6/3 Halverson: What Can K-12 School Leaders Learn from Video Games and Gaming? What Can K-12 School Leaders Learn from Video Games and Gaming? by Richard Halverson Schools have much to learn from video games and the gaming community.
    [Show full text]
  • FOR IMMEDIATE RELEASE Zynga's Brian Reynolds Joins Academy Of
    FOR IMMEDIATE RELEASE Zynga’s Brian Reynolds Joins Academy of Interactive Arts & Sciences’ Board of Directors Calabasas, Calif. and San Francisco – February 1, 2012 – The Academy of Interactive Arts & Sciences (AIAS), the professional video games organization advancing the artistic values of the interactive entertainment community, and Zynga (NASDAQ: ZNGA), the world’s leading social game developer, today announced that Brian Reynolds, chief game designer, Zynga, has been appointed to the AIAS’ Board of Directors effective immediately. A twenty-one-year industry veteran, Brian Reynolds is recognized as one of the industry's most talented and productive game designers. Honored by PC Gamer magazine as one of twenty-five "Game Gods" and one of IGN’s “Top 100 Game Creators of All Time,” Reynolds played a key role founding three successful videogame studios: Firaxis, Big Huge Games, and Zynga East. At Zynga, Brian led FrontierVille to 35 million players and now helps game teams across the company innovate on social gameplay. “Zynga has been leading the charge for delivering quality social gaming to an ever expanding demographic,” said Martin Rae, president, Academy of Interactive Arts & Sciences. “And they have been at the forefront of one of the major shifts in our industry. Brian’s work at Zynga has helped redefine how people enjoy and interact with the medium of gaming, and we are proud to have his experience and deep insight on the Board as gaming further becomes a part of everyone’s everyday life.” “I’m incredibly excited to be joining the Academy Board,” said Brian Reynolds, Zynga’s Chief Game Designer.
    [Show full text]