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Hearing Nostalgia in the Twilight Zone
JPTV 6 (1) pp. 59–80 Intellect Limited 2018 Journal of Popular Television Volume 6 Number 1 © 2018 Intellect Ltd Article. English language. doi: 10.1386/jptv.6.1.59_1 Reba A. Wissner Montclair State University No time like the past: Hearing nostalgia in The Twilight Zone Abstract Keywords One of Rod Serling’s favourite topics of exploration in The Twilight Zone (1959–64) Twilight Zone is nostalgia, which pervaded many of the episodes of the series. Although Serling Rod Serling himself often looked back upon the past wishing to regain it, he did, however, under- nostalgia stand that we often see things looking back that were not there and that the past is CBS often idealized. Like Serling, many ageing characters in The Twilight Zone often sentimentality look back or travel to the past to reclaim what they had lost. While this is a perva- stock music sive theme in the plots, in these episodes the music which accompanies the scores depict the reality of the past, showing that it is not as wonderful as the charac- ter imagined. Often, music from these various situations is reused within the same context, allowing for a stock music collection of music of nostalgia from the series. This article discusses the music of nostalgia in The Twilight Zone and the ways in which the music depicts the reality of the harshness of the past. By feeding into their own longing for the reclamation of the past, the writers and composers of these episodes remind us that what we remember is not always what was there. -
Law in the Virtual World: Should the Surreal World of Online Communities Be Brought Back to Earth by Real World Laws
Volume 16 Issue 1 Article 5 2009 Law in the Virtual World: Should the Surreal World of Online Communities be Brought Back to Earth by Real World Laws David Assalone Follow this and additional works at: https://digitalcommons.law.villanova.edu/mslj Part of the Entertainment, Arts, and Sports Law Commons, and the Internet Law Commons Recommended Citation David Assalone, Law in the Virtual World: Should the Surreal World of Online Communities be Brought Back to Earth by Real World Laws, 16 Jeffrey S. Moorad Sports L.J. 163 (2009). Available at: https://digitalcommons.law.villanova.edu/mslj/vol16/iss1/5 This Comment is brought to you for free and open access by Villanova University Charles Widger School of Law Digital Repository. It has been accepted for inclusion in Jeffrey S. Moorad Sports Law Journal by an authorized editor of Villanova University Charles Widger School of Law Digital Repository. Assalone: Law in the Virtual World: Should the Surreal World of Online Comm Comments LAW IN THE VIRTUAL WORLD: SHOULD THE SURREAL WORLD OF ONLINE COMMUNITIES BE BROUGHT BACK TO EARTH BY REAL WORLD LAWS?' I. INTRODUCTION In 2003, the world of online interaction changed forever with the advent of the online community of Second Life. 2 Prior to Sec- ond Life and other massive multiplayer online role-playing games ("MMORPGs"), online communications were primarily restricted to e-mail, instant messenger and chat rooms. 3 Though thousands of Internet users could, among other things, engage in online sales of goods at websites such as Amazon.com, no system gave users the ability to personally interact with one another.4 With game de- signer Linden Lab's introduction of Second Life, however, users now have an Internet platform through which they can truly com- municate on a face-to-face basis.5 The online virtual world of Sec- 1. -
Let's Play! Video Game Related User-Generated Content in the Digital Age -In Search of Balance Between Copyright and Its Exce
TALLINN UNIVERSITY OF TECHNOLOGY Faculty of Social Sciences Tallinn Law School Henna Salo Let’s Play! Video Game Related User-Generated Content in the Digital Age -in Search of Balance Between Copyright and its Exceptions Master Thesis Supervisor: Addi Rull, LL.M Tallinn 2017 I hereby declare that I am the sole author of this Master Thesis and it has not been presented to any other university of examination. Henna Salo “ ..... “ ............... 2017 The Master Thesis meets the established requirements. Supervisor Addi Rull “ …….“ .................... 2017 Accepted for examination “ ..... “ ...................... 2017 Board of Examiners of Law Masters’ Theses …………………………… CONTENTS TABLE OF ABBREVIATIONS (IN ALPHABETICAL ORDER) 2 INTRODUCTION 3 1. COPYRIGHT PROTECTION OF VIDEO GAMES 12 1.1. Development of Copyright Protection of Video Games in the EU and the US 12 1.2. Video Games as Joint Works and Their Copyrighted Elements 14 1.2.1 Copyrightable Subject Matter and Originality 16 1.2.2. The Idea-expression Dichotomy 19 2. LIMITATIONS AND EXCEPTIONS TO COPYRIGHT 23 2.1. European Union 23 2.1.1 An Exhaustive List of Exceptions and the Three-Step Test 23 2.1.2 Exceptions in Practice 27 2.2 United States 29 2.2.1 Digital Millenium Copyright Act and Fair Use 29 2.2.2 Fair Use Interpretation in Case Law 31 2.3. Video Game Related User-Generated Content as Derivative Works 34 3. COPYRIGHT ENFORCEMENT 37 3.1. Copyright Enforcement in United States 37 3.2. European Copyright Enforcement Mechanisms 40 3.3. Contractual Limitation of the Use of Copyrighted Materials 45 4. CONFLICTING INTERESTS AND FINDING THE BALANCE 48 4.1. -
Game Engine Prepares for the Future by Optimizing
Success Story Intel® Software Partner Program Game Engine Prepares for the Gaming Focus Future by Optimizing for Multi-Core Intel® Processors The Intel® Software Partner Program guides The Game Creators toward the multi-core future for their FPS Creator X10* development environment. The Game Creators, based in Lancashire, United Kingdom, helps independent “DirectX* 10 lets games game developers cut down the time required to make new titles and reduce render hundreds of enemy characters, each with their the complexity of supporting the latest hardware. Intuitive, drag-and-drop own individual behaviors. interfaces automate otherwise-tedious details for the developer. While high- That kind of scenario is quality 3-D games can be created in this fashion without writing a line of incredibly CPU-intensive, code, the FPS Creator X10* product also provides the capability to modify so it’s critical to have very solid multi-threading built game elements by means of a simple scripting language. By building optimized into the engine.” support for the latest PC hardware into the platform, The Game Creators - Lee Bamber, CEO and FPS Creator relieves game developers from difficult tasks like multi-threading, which X10* Lead Engineer, The Game Creators allows them to focus on their games instead of performance details. Challenge: Prepare the FPS Creator* game- Meeting the needs of independent game developers development environment to create titles that take better advantage of FPS Creator X10* provides building blocks for assembling high-quality first-person shooter games without current and future generations of coding. Multi-threading within the platform enables the finished product to make good use of multiple PC hardware. -
Potomacpotomac Page 10
Wellbeing PotomacPotomac Page 10 Growing News, Page 2 Real Estate 8 Real Estate ❖ Classifieds, Page 11 Classifieds, ❖ Calendar, Page 6 Calendar, Bravo To Present ‘Annie Jr.’ And ‘Legally Blonde Jr.’ News, Page 3 Become a Court-Appointed Advocate for Children News, Page 3 Keeping Resolutions Wellbeing, Page 10 Photo Contributed Photo January 4-10, 2017 online at potomacalmanac.com www.ConnectionNewspapers.com Potomac Almanac ❖ January 4-10, 2017 ❖ 1 News Lower School Principal Margaret Andreadis with students. Bullis School second graders on a canoe trip encounter a frog. Bullis School To Add Kindergarten and First Grade To begin in the abstract, to develop good numerical sense and to communicate in speaking and September. writing. I teach the kids to select good books By Susan Belford and to read independently. I love experien- The Almanac tial learning and taking them to the C&O Canal to really experience nature, ecology ow far The Bullis School has and to appreciate the outdoors. I believe come since it was launched in that learning should be fun, engaging and H1930 as a one-year prepara- challenging and that the students should tory boarding school for high have the opportunity to be active agents in school graduates. Initially founded to pre- their learning.” pare young men for service academy en- He added, “Teaching this age group is trance exams, it opened in the former Bo- exhilarating because there is an incredible livian Embassy at 1303 New Hampshire range among the kids and the children are Ave. As enrollment increased, Bullis relo- so different from the beginning of the year cated in 1935 to the “country setting” of to the end. -
The Different Types of Tools You Can Use to Make Games • the Various Media and Skills Needed • Resources That Will Help You Start Your Game Development Journey
This free e-book is an introduction to the art of video game creation. Learn about: • The different types of tools you can use to make games • The various media and skills needed • Resources that will help you start your game development journey TheGameCreators CEO, Lee Bamber, introduces you to this e-book. With over 25 years of game making experience he has some great nuggets of information to share with you to help you on your way. How to start making video games - TheGameCreators – www.thegamecreators.com Page 1 Introduction Lee Bamber – CEO of TheGameCreators I published my first game maker a great many years ago, and to this day the question I’ve answered countless times has been “How do I make a game?”. As you can imagine the answer has changed over the years as the landscape of games technology evolved; from tiny efforts knocked up in a few weeks to games so epic they need hundreds of people and millions of dollars to produce. Today, my answer is to provide you with this little starter guide, introducing a range of game makers that meet a range of needs from non-coding game creation to professional games programming. The first time I heard the above question was in my own ten-year-old head, coinciding with the arrival of my first computer, and only Christmas present that year, the VIC-20. This hugely underpowered 8- bit brick had just over 3Kb of programmable memory, but it had several games and a book on how to code - naturally I was hooked for life. -
One Level 5 Barbarian for 94800 Won: the International Effects Of
FOR SALE--ONE LEVEL 5 BARBARIAN FOR 94,800 WON: THE INTERNATIONAL EFFECTS OF VIRTUAL PROPERTY AND THE LEGALITY OF ITS OWNERSHIP Alisa B. Steinberg* TABLE OF CONTENTS I. INTRODUCTION ......................................... 382 II. WHY ALL THE FUSS ABOUT VIRTUAL PROPERTY-WHAT IS IT AND How DID IT DEVELOP?. ..... 386 A. Types of MMORPGs ............................. ..... 386 B. Virtual Property Versus Real- World Property ......... ..... 389 C. TraditionalProperty Theories as Applied to Virtual Property ................................ ..... 390 D. The CurrentSituation ............................ ..... 393 III. EULA AS A METHOD OF PRIVATE REGULATION ............... 395 IV. How COUNTRIES HAVE REACTED TO VIRTUAL PROPERTY ISSUES ................................................ 398 A. Virtual Propertyand Taxation .......................... 399 B. Gold Farming ....................................... 403 C. CriminalLaw and Virtual Property ...................... 407 D. The United States' Missed Opportunity ................... 410 V. POTENTIAL SOLUTIONS TO THE PROBLEMS WITH VIRTUAL PROPERTY ............................................. 412 A. Adverse Possessionas a Tool to Establish a Claim to Virtual Property .............................. 412 B. Civil Law Countriesv. Common Law Countries ............ 417 VI. CONCLUSION ...................................... ..... 419 * J.D., University of Georgia School of Law, 2009; B.A., History and Political Science, Emory University 2005. The author gratefully acknowledges the help of Jim Cronon and Jim -
Game Developer
ANNIVERSARY10 ISSUE >>PRODUCT REVIEWS TH 3DS MAX 6 IN TWO TAKES YEAR MAY 2004 THE LEADING GAME INDUSTRY MAGAZINE >>VISIONARIES’ VISIONS >>JASON RUBIN’S >>POSTMORTEM THE NEXT 10 YEARS CALL TO ACTION SURREAL’S THE SUFFERING THE BUSINESS OF EEVERVERQQUESTUEST REVEALEDREVEALED []CONTENTS MAY 2004 VOLUME 11, NUMBER 5 FEATURES 18 INSIDE EVERQUEST If you’re a fan of making money, you’ve got to be curious about how Sony Online Entertainment runs EVERQUEST. You’d think that the trick to running the world’s most successful subscription game 24/7 would be a closely guarded secret, but we discovered an affable SOE VP who’s happy to tell all. Read this quickly before SOE legal yanks it. By Rod Humble 28 THE NEXT 10 YEARS OF GAME DEVELOPMENT Given the sizable window of time between idea 18 and store shelf, you need to have some skill at predicting the future. We at Game Developer don’t pretend to have such skills, which is why we asked some of the leaders and veterans of our industry to give us a peek into what you’ll be doing—and what we’ll be covering—over the next 10 years. 36 28 By Jamil Moledina POSTMORTEM 32 THE ANTI-COMMUNIST MANIFESTO 36 THE GAME DESIGN OF SURREAL’S Jason Rubin doesn’t like to be treated like a nameless, faceless factory worker, and he THE SUFFERING doesn’t want you to be either. At the D.I.C.E. 32 Before you even get to the problems you typically see listed in our Summit, he called for lead developers to postmortems, you need to nail down your design. -
Games and Metaphor – a Critical Analysis of the Metaphor Discourse in Game Studies
IT University of Copenhagen Center for Computer Games Research Games and Metaphor – A critical analysis of the metaphor discourse in game studies Sebastian Martin Möring This dissertation is submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy (Ph.D.) at IT University of Copenhagen. Candidate: Sebastian Martin Möring Dalføret 11 2300 Copenhagen S Denmark +45 50122497 [email protected] Supervisor: Espen Aarseth September 2013 2 3 Abstract This doctoral dissertation critically investigates how the concept of metaphor is used with regard to games in game studies. The goal is to provide the field with a self-understanding of its metaphor discourse which has not been researched so far. The thesis departs from the observation that the notion of metaphor has been present in the discourse of game studies since it emerged as an academic field and focuses on questions such as: What are the motivations and effects of calling games metaphors in the game studies discourse? Which problems arise from that with regard to other established concepts in game studies such as simulation and procedural rhetoric? How do concepts and insights of contemporary metaphor theory affect the applicability of the notion of metaphor with regard to games? Drawing on concepts from metaphor theory (in particular the cognitive linguistic view on metaphor), play and game theory, cultural theory, semiotics, linguistics, philosophy, and game studies it investigates the metaphor discourse of game studies in the fashion of a meta-study. The main part of this thesis is devoted to three particular problems which have been derived from observations in the overview of the current use of the notion of metaphor in game studies. -
Survivance: an Indigenous Social Impact Game
Survivance: An Indigenous Social Impact Game by Elizabeth LaPensée M.A. (First Class Hons., Writing), Portland State University, 2005 B.A. (First Class Hons., Liberal Studies), Portland State University, 2004 Dissertation Submitted in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy in the School of Interactive Arts and Technology Faculty of Communication, Art and Technology © Elizabeth LaPensée 2014 SIMON FRASER UNIVERSITY Spring 2014 Approval Name: Elizabeth LaPensée Degree: Doctor of Philosophy Title of Thesis: Survivance: An Indigenous Social Impact Game Examining Committee: Philippe Pasquier Defence Chair Associate Professor Ron Wakkary Senior Supervisor Professor Jason Lewis Supervisor Associate Professor Department of Design and Computation Arts Concordia University Kate Hennessy Supervisor Assistant Professor Jim Bizzocchi Internal Examiner Assistant Professor Bart Simon External Examiner Associate Professor Department of Sociology and Anthropology Concordia University Date Defended/Approved: February 7, 2014 ii Partial Copyright Licence iii Ethics Statement iv Abstract Social impact games are on the rise as a means of encouraging social change through gameplay. This dissertation describes the outcomes of playing Survivance (http://www.survivance.org)—an Indigenous social impact game that honors storytelling, art, and self-determination as pathways to healing from historical trauma caused by colonization in Turtle Island (North America). The research addresses a gap in studies that specifically explore the impact of social impact games while uniquely merging Indigenous and Game Studies scholarship. The study focuses on gameplay spread over one year involving ten core players and three validation players. The players are from the urban Indigenous community in Portland, Oregon in the United States of America, where Survivance was developed collaboratively with the non-profit organization Wisdom of the Elders, Inc. -
Interactivity and Community in Video Game Live Streams
Twitch TV Uncovered – Interactivity and Community in Video Game Live Streams A thesis presented to the faculty of the Scripps College of Communication of Ohio University and the Institute for Communication and Media Studies of Leipzig University In partial fulfillment of the requirements for the degrees Master of Science in Journalism (Ohio University), Master of Arts in Global Mass Communication (Leipzig University) Chris J. Vonderlind December 2019 © 2019 Chris J. Vonderlind. All Rights Reserved. This thesis titled Twitch TV Uncovered – Interactivity and Community in Video Game Live Streams by CHRIS J. VONDERLIND has been approved for the E.W. Scripps School of Journalism, the Scripps College of Communication, and the Institute for Communication and Media Studies by Veronika Karnowski Associate Professor of the Institute for Communication and Media Studies Scott Titsworth Dean, Scripps College of Communication, Ohio University Christian Pieter Hoffman Director, Institute for Communication and Media Studies, Leipzig University ii Abstract CHRIS J. VONDERLIND, M.S., Journalism; M.A., Global Mass Communication, December 2019 3709740 Twitch TV Uncovered – Interactivity and Community in Video Game Live Streams Director of Thesis: Veronika Karnowski Committee Members: Veronika Karnowski, Jatin Srivastava, Rosanna Planer Online media is continuing to transform the media consumption habits of today’s society. It encompasses various forms of content, modes of consumption and interpersonal interactions. Live-streaming is one of the less observed but growing forms of new media content. It combines aspects of online video entertainment and user content creation such as YouTube, and social media such as Instagram, in a live setting. The goal of this thesis is to explore this phenomenon by looking at the video game streaming platform Twitch, and, more specifically, the interactions taking place during the live streams. -
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P064-085_Discography2-JUL16_Lr1_qxd_P64-85 7/7/16 12:42 PM Page 64 {}MIKE CURB : 50 Years DISCOGRAPHY “SHAPE OF THINGS TO COME” (FROM THE MOTION PICTURE WILD IN THE STREETS ) ARTIST: MAX FROST AND “STORE STEALING” (FROM THE MOTION PICTURE MARYJANE , STARRING FABIAN) 3T3 HE TROOPERS WRITER: BARRY MANN, CYNTHIA WEIL PUBLISHER: SCREEN GEMS EMI MUSIC INC. TIME: 1:57 3A5 RTIST: THE SIDEWALK SOUNDS WRITERS: MIKE CURB, LAWRENCE BROWN PUBLISH - PRODUCER: MIKE CURB WITH HARLEY HATCHER SPECIAL THANKS: JIM NICHOLSON TOWER 419, 1968 ER: DONNA DIJON MUSIC PUBLICATIONS (BMI) TIME: 1:53 PRODUCERS: MIKE CURB AND LAWRENCE BROWN SIDEWALK DT 5911, 1967 The biggest film ever released by American as a producer and as an engineer of this soundtrack; International Pictures was Wild In The Streets (1968); Jim Hatcher has remained with Curb’s companies since then. “HELLCATS THEME” (FROM THE MOTION PICTURE HELLCATS ) ARTIST: THE Nicholson, president of the company, asked Curb to pro - Max Frost was the name of the lead character in the 3A5RROA WS WRITER: HEMRIC, STYNER PUBLISHER: MIKE CURB MUSIC (BMI) TIME: 2:18 duce the soundtrack. Barry Mann and Cynthia Weil film; The song “Nothing Can Change The Shape Of PRODUCER: MIKE CURB TOWER 5124 ,1967 wrote the songs and Curb produced them. Things To Come” reached number 22 on the Billboard Curb signed Harley Hatcher, just out of the Armed Hot 100 in the fall of 1968. 3“5THEB ME FROM THE HARD RIDE/SWING LOW, SWEET CHARIOT ” Forces, to a songwriting contract, then worked with him ARTIST: SOUNDS OF HARLEY/BILL MEDLEY WRITER: HARLEY HATCHER PUBLISHER: HOME GROWN MUSIC, INC.