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Video Games Auction- 840 N. 10Th Street Sacramento - August 21
09/25/21 02:04:36 Video Games Auction- 840 N. 10th Street Sacramento - August 21 Auction Opens: Tue, Aug 18 8:20am PT Auction Closes: Fri, Aug 21 10:00am PT Lot Title Lot Title HA9500 PS4 Overcooked HA9533 Nintendo DS Safe Cracker HA9501 Wii Sega Superstars Tennis HA9534 Diablo HA9502 PCDVD Prince of Persia HA9535 Diablo HA9503 PCDVD Prince of Persia HA9504 Tropico 5 PC DVD-ROM Software HA9505 Nintendo Switch Runbow Deluxe Edition HA9506 XBOXONE Mirrors Edge Catalyst HA9507 XBOX 360 Dungeon Siege HA9508 PS4 Special Edition HA9509 XBOXONE The Golf Club 2019 HA9510 XBOX lood Bowl HA9511 Konami PES 2011 HA9512 Play Station 2 Wave Rally HA9513 XBOXONE Shinobi Striker HA9514 New Nintendo 3DS Minecraft HA9515 Nintendo 3DS Super Smash Bros HA9516 PS4 Call of Duty Black Ops HA9517 Nintendo Switch NBA 2K20 HA9518 XBOXONE Grid HA9519 PS4 Sims4 Bundle HA9520 Quit for Good My Stop Smoking Coach HA9521 PS4 Subnautica HA9522 Wii Ultimate Duck Hunting HA9523 PS4 Lego City HA9524 PS4 Lego City HA9525 XBOXONE game HA9526 XBOXONE Tennis World Tour HA9527 PS4 Injustice 2 HA9528 Nintendo Switch Mario Cart HA9529 XBOXONE Red Dead Redemption HA9530 XBOXONE NBA2K19 HA9531 Pixel in 3D HA9532 Battlefield 1942 Road to Rome 1/2 09/25/21 02:04:36 Full payment for all items must be received within 5 days of the auction closing date, this includes Sundays and Holidays. This payment deadline is firm. All items not paid for by the payment deadline will be considered abandoned, the winning bidders claim to those items will be forfeited and a 15% relisting fee will be charged. -
Playing with Race: the Ethics of Racialized Representations in E-Games
IRIE International Review of Information Ethics Vol. 4 (12/2005) Dean Chan Playing with Race: The Ethics of Racialized Representations in E-Games Abstract: Questions about the meanings of racialized representations must be included as part of developing an ethical game design practice. This paper examines the various ways in which race and racial contexts are repre- sented in a selected range of commercially available e-games, namely war, sports and action-adventure games. The analysis focuses on the use of racial slurs and the contingencies of historical re-representation in war games; the limited representation of black masculinity in sports games and the romanticization of ‘ghetto play’ in urban street games; and the pathologization and fetishization of race in ‘crime sim’ action-adventure games such as True Crime: Streets of LA. This paper argues for, firstly, a continuous critical engagement with these dominant representations in all their evolving forms; secondly, the necessary inclusion of reflexive precepts in e-games development contexts; and thirdly, the importance of advocating for more diverse and equitable racialized representations in commercial e-games. Agenda Introduction ........................................................................................................................................ 25 War Games and the Contingencies of Historical ‘Authenticity’................................................................... 26 Sports Games, Urban Spaces and ‘Pixilated Minstrelsy’ ........................................................................... -
Video Games and the Mobilization of Anxiety and Desire
PLAYING THE CRISIS: VIDEO GAMES AND THE MOBILIZATION OF ANXIETY AND DESIRE BY ROBERT MEJIA DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Communications in the Graduate College of the University of Illinois at Urbana-Champaign, 2012 Urbana, Illinois Doctoral Committee: Professor Kent A. Ono, Chair Professor John Nerone Professor Clifford Christians Professor Robert A. Brookey, Northern Illinois University ABSTRACT This is a critical cultural and political economic analysis of the video game as an engine of global anxiety and desire. Attempting to move beyond conventional studies of the video game as a thing-in-itself, relatively self-contained as a textual, ludic, or even technological (in the narrow sense of the word) phenomenon, I propose that gaming has come to operate as an epistemological imperative that extends beyond the site of gaming in itself. Play and pleasure have come to affect sites of culture and the structural formation of various populations beyond those conceived of as belonging to conventional gaming populations: the workplace, consumer experiences, education, warfare, and even the practice of politics itself, amongst other domains. Indeed, the central claim of this dissertation is that the video game operates with the same political and cultural gravity as that ascribed to the prison by Michel Foucault. That is, just as the prison operated as the discursive site wherein the disciplinary imaginary was honed, so too does digital play operate as that discursive site wherein the ludic imperative has emerged. To make this claim, I have had to move beyond the conventional theoretical frameworks utilized in the analysis of video games. -
BATTLEFIELD 1942 Joel Bengt Eriksson, Arr
BATTLEFIELD 1942 Joel Bengt Eriksson, arr. Sam Daniels Grade / Moeilijkheidsgraad / Degré de difficulté / Schwierigkeitsgrad / Difficoltà 3 Duration / Tijdsduur / Durée / Dauer / Durata 4:23 Recording on / Opname op / Enregistrement sur / Aufnahme auf / Registrazione su Tierolff for Band No. 28 "TWO MARIMBA REFLECTIONS" LMCD-12402 Tierolff Muziekcentrale Postbus 18 Markt 90-92 4700 AA Roosendaal/Nederland Tel.: ++ 31 (0) 165 541255 Fax: ++ 31 (0) 165 558339 Website: www.tierolff.nl E-mail: [email protected] N Young Concert Band O I Full score 1 T A Flute 5 S T T Oboe (optional) 1 N Bassoon (optional) 1 R A E Bb Clarinet 1 5 M Bb Clarinet 2 5 P U Bb Bass Clarinet (optional) 1 R Eb Alto Saxophone 3 Y T Bb Tenor Saxophone 2 R A S Eb Baritone Saxophone (opt.) 1 Bb Soprano Saxophone 1 N Bb Trumpet 1 3 T Bb Flugelhorn 1 1 I Bb Trumpet 2 3 N Bb Flugelhorn 2 1 F Horn 2 E Eb Horn 2 C Trombone 3 M Bb Trombone bass clef 1 C Euphonium 2 E Bb Trombone treble clef 2 Bb Euphonium treble clef 3 L Bb Euphonium bass clef 2 C Bass 2 P Eb Bass treble clef 1 Snare Drum/Bass Drum 2 P Eb Bass bass clef 1 Percussion 1 U Bb Bass treble clef 1 Timpani 1 S Bb Bass bass clef 1 BATTLEFIELD 1942 English: Video gaming is all the rage, and it’s not only young people that participate. There are adults, too, who are just as passionate. Battlefield 1942 is based on World War II, and its music is impressive, accompanying a game filled with weapons, vehicles, maps and battles. -
Intersomatic Awareness in Game Design
The London School of Economics and Political Science Intersomatic Awareness in Game Design Siobhán Thomas A thesis submitted to the Department of Management of the London School of Economics for the degree of Doctor of Philosophy. London, June 2015 1 Declaration I certify that the thesis I have presented for examination for the PhD degree of the London School of Economics and Political Science is solely my own work. The copyright of this thesis rests with the author. Quotation from it is permitted, provided that full acknowledgement is made. This thesis may not be reproduced without my prior written consent. I warrant that this authorisation does not, to the best of my belief, infringe the rights of any third party. I declare that my thesis consists of 66,515 words. 2 Abstract The aim of this qualitative research study was to develop an understanding of the lived experiences of game designers from the particular vantage point of intersomatic awareness. Intersomatic awareness is an interbodily awareness based on the premise that the body of another is always understood through the body of the self. While the term intersomatics is related to intersubjectivity, intercoordination, and intercorporeality it has a specific focus on somatic relationships between lived bodies. This research examined game designers’ body-oriented design practices, finding that within design work the body is a ground of experiential knowledge which is largely untapped. To access this knowledge a hermeneutic methodology was employed. The thesis presents a functional model of intersomatic awareness comprised of four dimensions: sensory ordering, sensory intensification, somatic imprinting, and somatic marking. -
Uncorrected Transcript
VIETNAM-2011/11/10 1 THE BROOKINGS INSTITUTION VIETNAM’S LONG SHADOW: THE WAR’S IMPACT ON U.S. FOREIGN AND MILITARY POLICY Washington, D.C. Thursday, November 10, 2011 PARTICIPANTS: Introduction: MARTIN INDYK Vice President and Director, Foreign Policy The Brookings Institution Moderator: ROBERT KAGAN Senior Fellow The Brookings Institution Featured Speakers: MARVIN KALB Guest Scholar The Brookings Institution RON NESSEN Journalist in Residence The Brookings Institution * * * * * ANDERSON COURT REPORTING 706 Duke Street, Suite 100 Alexandria, VA 22314 Phone (703) 519-7180 Fax (703) 519-7190 VIETNAM-2011/11/10 2 P R O C E E D I N G S MR. INDYK: Good afternoon, ladies and gentlemen. I’m Martin Indyk, the vice president and director of the Foreign Policy Program at Brookings. Welcome. It’s an honor for me to have the opportunity to introduce two gentlemen who are valued friends and colleagues here at Brookings and have storied legends in their own right as journalists for television and radio. It so happened serendipitously that they’ve both written books that are coming out more or less at the same time so we thought it was a good opportunity to bring them together to discuss those two books. The first, by Ron Nessen, Making the News, Taking the News: From NBC to the Ford White House. I don’t know whether you can all see this. It’s an amazingly handsome picture of Ron. SPEAKER: You mean with hair? (Laughter) MR. INDYK: I didn’t say that but -- The other one, by Marvin Kalb and his daughter Deborah, Haunting Legacy: Vietnam and the American Presidency from Ford to Obama. -
BAB I PENDAHULUAN 1.1 Latar Belakang Secara Singkat, Perang
BAB I PENDAHULUAN 1.1 Latar Belakang Secara singkat, perang Vietnam adalah perang terpanjang dalam sejarah Amerika Serikat dan paling populer pada abad ke-20. Perang ini mengakibatkan hampir 60.000 pasukan Amerika Serikat yang menjadi korban dan sekitar 2 juta korban di pihak Vietnam. Awal mula Perang Vietnam ini adalah sekitar tahun 1953 hingga 1973 yang diawali oleh perang anti-kolonial melawan Perancis.1 Setelah Jepang menyerah kepada sekutu pada tahun 1945, Ho Chi Minh adalah seorang komunis yang menginginkan Vetnam merdeka dibawah bayang-bayang paham komunis. Akan tetapi Perancis sebagai negara yang telah menjajah Vietnam tidak menginginkan hal itu terjadi. Oleh karena itu pada tahun 1946, tentara Amerika datang untuk membantu Perancis dalam menjadikan Vietnam sebagai negara berpaham nasionalis. Namun, Amerika juga tidak mau Perancis tetap mengambil sepenuhnya dataran Vietnam.2 Oleh karena itulah untuk sementara waktu, Vietnam dibagi dua yaitu Vietnam Selatan yang berpaham Liberalis dan Vietnam Utara yang berpaham Komunis. Dari tahun 1968 hingga 1973, berbagai upaya dilakukan untuk mengakhiri konflik ini melalui diplomasi. Hingga pada akhirnya pada tahun 1973 terdapat sebuah kesepakatan yang dinama Pasukan Amerika Serikat ditarik dari Vietnam dan seluruh tawanan AS di 1The Vietnam War 1954-1975 (Chapter 26), hal. 883 diakses dalam http://www.kingherrud.com/uploads/3/7/5/9/37597419/chapter_26.pdf (28/2/2018, 09:12 WIB) 2Ibid 1 bebaskan. Pada bulan April 1975, Vietnam Selatan menyerah dan terjadilah penyatuan kembali negara Vietnam.3 -
State of the Squad Tactical Shooter (STS) by Guest W Riter Chuck "Magnum MGG" Ankenbauer
Feature State of the Squad Tactical Shooter (STS) by Guest W riter Chuck "Magnum MGG" Ankenbauer W ow, Christmas is just around the corner! W hat does that mean for the PC gamer? W ell, to start with you need to start saving your money and begin deciding what games to get and what to pass up. I‘m not concerned with the thousands of console games to be released in the next few months, or even the hundreds of PC games (OK, I‘m bumping those numbers a little!), but I do want to talk about what squad tactical shooters are coming to the PC in the near future. Before we get started, let‘s break down what a squad tactical shooter is. W e all know that a squad is a group of soldiers, usually 10 to 12. A squad is part of a platoon, which is part of a company. —Tactical“ is the way that squad moves, engages, and sometimes retreats in battle. The tactics used by the squad include movement, formations, cover fire, flanking, and bounding over watch. There are many more but these are the most common. —Shooter—, well that‘s an easy one, a shooter is someone who shoots, someone who pulls the trigger of a gun, a weapon, or in our case clicks the left or right mouse button. There‘s been a lot of discussion on what makes a squad tactical shooter. Usually it‘s divided between more realistic games like Rainbow Six, Ghost Recon, and Operation Flashpoint and the other —run and gun“ type tactical shooters like Battlefield 1942, Blackhawk Down, and Joint Operations. -
Nicholas White: "Computer Games, the Civil War, and Education"
Computer Games, the Civil War, and Education Nicholas White Education is not an affair of “telling” and being told, but an active and constructive process. —John Dewey Democracy and Education 1916 Almost one hundred years ago, Dewey was critiquing the system that still seems very much in place today. In a conversation with Donald Macedo in 1999, Noam Chomsky echoes what many pro- gressive educators have said before and since Dewey: schools are “institutions for indoctrination and for imposing obedience. Far from creating independent thinkers, schools have always, through- out history, played an institutional role in a system of control and coercion” (16). Formal schooling continues to encourage passive adherence to social norms. Formal schooling is also a place where students can learn complex and academic “truths” about world history, culture, language, and mathematics. More often, in an eco- nomic environment that creates a perpetual crisis in formal educa- tion, schooling gets reduced to mere indoctrination of students. This has contributed to what, in the United States, can be described as a dysfunctional democracy. This can be combated, in part, by educators who encourage the development of civically minded, independent, and contemplative students. How can this type of cit- izen become the norm? The answers are myriad, but there is at least one powerful tool that deserves much more consideration. Computer games are likely to get more and more attention in the coming years as they are studied from a variety of fields. The field of education is only one area in which game scholars emerge. Computer games already have a place within formal education that will probably continue to grow, but the methods in which games educate is a question that needs further study by interested researchers from many fields. -
Playing with Race: the Ethics of Racialized Representations in E-Games
University of Wollongong Research Online Faculty of Arts - Papers (Archive) Faculty of Arts, Social Sciences & Humanities 2005 Playing with Race: The Ethics of Racialized Representations in E-Games Dean Chan University of Wollongong, [email protected] Follow this and additional works at: https://ro.uow.edu.au/artspapers Part of the Arts and Humanities Commons, and the Social and Behavioral Sciences Commons Recommended Citation Chan, Dean, Playing with Race: The Ethics of Racialized Representations in E-Games 2005. https://ro.uow.edu.au/artspapers/1858 Research Online is the open access institutional repository for the University of Wollongong. For further information contact the UOW Library: [email protected] IRIE International Review of Information Ethics Vol. 4 (12/2005) Dean Chan Playing with Race: The Ethics of Racialized Representations in E-Games Abstract: Questions about the meanings of racialized representations must be included as part of developing an ethical game design practice. This paper examines the various ways in which race and racial contexts are repre- sented in a selected range of commercially available e-games, namely war, sports and action-adventure games. The analysis focuses on the use of racial slurs and the contingencies of historical re-representation in war games; the limited representation of black masculinity in sports games and the romanticization of ‘ghetto play’ in urban street games; and the pathologization and fetishization of race in ‘crime sim’ action-adventure games such as True Crime: Streets of LA. This paper argues for, firstly, a continuous critical engagement with these dominant representations in all their evolving forms; secondly, the necessary inclusion of reflexive precepts in e-games development contexts; and thirdly, the importance of advocating for more diverse and equitable racialized representations in commercial e-games. -
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. -
Author's Personal Copy
Author's personal copy Neuropsychologia 47 (2009) 1780–1789 Contents lists available at ScienceDirect Neuropsychologia journal homepage: www.elsevier.com/locate/neuropsychologia The development of attention skills in action video game players M.W.G. Dye ∗, C.S. Green, D. Bavelier Department of Brain and Cognitive Sciences and Center for Visual Science, University of Rochester, Rochester, NY 14627, United States article info abstract Article history: Previous research suggests that action video game play improves attentional resources, allowing gamers Received 7 August 2008 to better allocate their attention across both space and time. In order to further characterize the plastic Received in revised form 23 January 2009 changes resulting from playing these video games, we administered the Attentional Network Test (ANT) Accepted 1 February 2009 to action game players and non-playing controls aged between 7 and 22 years. By employing a mixture of Available online 7 February 2009 cues and flankers, the ANT provides measures of how well attention is allocated to targets as a function of alerting and orienting cues, and to what extent observers are able to filter out the influence of task Keywords: irrelevant information flanking those targets. The data suggest that action video game players of all ages Attention Video games have enhanced attentional skills that allow them to make faster correct responses to targets, and leaves Children additional processing resources that spill over to process distractors flanking the targets. Attentional Network Test © 2009 Elsevier Ltd. All rights reserved. 1. Attentional networks and their development in action given point in time; this process appears mediated by right frontal video game players and parietal areas and to be linked to the release of noradrenalin (Coull, Frith, Frackowiak, & Grasby, 1996; Witte & Marrocco, 1997).