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TESIS: Grand Theft Auto IV. Impacto Y Contexto En Los Videojuegos Como
UNIVERSIDAD NACIONAL AUTÓNOMA DE MÉXICO FACULTAD DE ESTUDIOS SUPERIORES ACATLÁN Grand Theft Auto IV. Impacto y contexto en los videojuegos como parte de la cultura de masas Tesis para obtener el título de: Licenciado en Comunicación PRESENTA David Mendieta Velázquez ASESOR DE TESIS Mtro. José C. Botello Hernández UNAM – Dirección General de Bibliotecas Tesis Digitales Restricciones de uso DERECHOS RESERVADOS © PROHIBIDA SU REPRODUCCIÓN TOTAL O PARCIAL Todo el material contenido en esta tesis esta protegido por la Ley Federal del Derecho de Autor (LFDA) de los Estados Unidos Mexicanos (México). El uso de imágenes, fragmentos de videos, y demás material que sea objeto de protección de los derechos de autor, será exclusivamente para fines educativos e informativos y deberá citar la fuente donde la obtuvo mencionando el autor o autores. Cualquier uso distinto como el lucro, reproducción, edición o modificación, será perseguido y sancionado por el respectivo titular de los Derechos de Autor. Grand Theft Auto IV Impacto y contexto en los videojuegos como parte de la cultura de masas Agradecimientos A mis padres. Gracias, papá, por enseñarme valores y por tratar de enseñarme todo lo que sabías para que llegara a ser alguien importante. Sé que desde el cielo estás orgulloso de tu familia. Mamá, gracias por todo el apoyo en todos estos años; sé que tu esfuerzo es enorme y en este trabajo se refleja solo un poco de tus desvelos y preocupaciones. Gracias por todo tu apoyo para la terminación de este trabajo. A Ariadna Pruneda Alcántara. Gracias, mi amor, por toda tu ayuda y comprensión. Tu orientación, opiniones e interés que me has dado para la realización de cualquier proyecto que me he propuesto, así como por ser la motivación para seguir adelante siempre. -
Edutainment Case Study
What in the World Happened to Carmen Sandiego? The Edutainment Era: Debunking Myths and Sharing Lessons Learned Carly Shuler The Joan Ganz Cooney Center at Sesame Workshop Fall 2012 1 © The Joan Ganz Cooney Center 2012. All rights reserved. The mission of the Joan Ganz Cooney Center at Sesame Workshop is to harness digital media teChnologies to advanCe Children’s learning. The Center supports aCtion researCh, enCourages partnerships to ConneCt Child development experts and educators with interactive media and teChnology leaders, and mobilizes publiC and private investment in promising and proven new media teChnologies for Children. For more information, visit www.joanganzCooneyCenter.org. The Joan Ganz Cooney Center has a deep Commitment toward dissemination of useful and timely researCh. Working Closely with our Cooney Fellows, national advisors, media sCholars, and praCtitioners, the Center publishes industry, poliCy, and researCh briefs examining key issues in the field of digital media and learning. No part of this publiCation may be reproduCed or transmitted in any form or by any means, eleCtroniC or meChaniCal, inCluding photoCopy, or any information storage and retrieval system, without permission from the Joan Ganz Cooney Center at Sesame Workshop. For permission to reproduCe exCerpts from this report, please ContaCt: Attn: PubliCations Department, The Joan Ganz Cooney Center at Sesame Workshop One Lincoln Plaza New York, NY 10023 p: 212 595 3456 f: 212 875 7308 [email protected] Suggested Citation: Shuler, C. (2012). Where in the World is Carmen Sandiego? The Edutainment Era: Debunking Myths and Sharing Lessons Learned. New York: The Joan Ganz Cooney Center at Sesame Workshop. -
Console Games in the Age of Convergence
Console Games in the Age of Convergence Mark Finn Swinburne University of Technology John Street, Melbourne, Victoria, 3122 Australia +61 3 9214 5254 mfi [email protected] Abstract In this paper, I discuss the development of the games console as a converged form, focusing on the industrial and technical dimensions of convergence. Starting with the decline of hybrid devices like the Commodore 64, the paper traces the way in which notions of convergence and divergence have infl uenced the console gaming market. Special attention is given to the convergence strategies employed by key players such as Sega, Nintendo, Sony and Microsoft, and the success or failure of these strategies is evaluated. Keywords Convergence, Games histories, Nintendo, Sega, Sony, Microsoft INTRODUCTION Although largely ignored by the academic community for most of their existence, recent years have seen video games attain at least some degree of legitimacy as an object of scholarly inquiry. Much of this work has focused on what could be called the textual dimension of the game form, with works such as Finn [17], Ryan [42], and Juul [23] investigating aspects such as narrative and character construction in game texts. Another large body of work focuses on the cultural dimension of games, with issues such as gender representation and the always-controversial theme of violence being of central importance here. Examples of this approach include Jenkins [22], Cassell and Jenkins [10] and Schleiner [43]. 45 Proceedings of Computer Games and Digital Cultures Conference, ed. Frans Mäyrä. Tampere: Tampere University Press, 2002. Copyright: authors and Tampere University Press. Little attention, however, has been given to the industrial dimension of the games phenomenon. -
Well, She Sneaks Around the World from Kiev to Carolina She's a Sticky
1, 2, 3, yeah! Well, she sneaks around the world from Kiev to Carolina She's a sticky-fingered filcher from Berlin down to Belize She'll take you for a ride on a slow boat to China Tell me, where in the world is Carmen Sandiego? Steal their Seoul in South Korea, make Antarctica cry "Uncle!" From the Red Sea to Greenland, they'll be singing the blues Well, they never Arkansas her steal the Mekong from the jungle Tell me, where in the world is Carmen Sandiego? She'll go from Nashville to Norway, Bonaire to Zimbabwe Chicago, to Czechoslovakia* and back! Well, she'll ransack Pakistan, and run a scam in Scandinavia Then she'll stick 'em up down under and go pick-pocket Perth She put the "miss" in misdemeanor when she stole the beans from Lima Tell me, where in the world is Carmen Sandiego? Whoa, tell me where in the world? Hey! Come on, tell me where can she be? Botswana to Thailand, Milan via Amsterdam Mali, to Bali, Ohio, Oa-wa-hu! Aaahhhh!** The warrant, the warrant** The warrant, ba-ba-ba-ba-the warrant** Ooh, the chase** Ooh-woo-woo-woo, the chase** Monday through Friday at 5! Well, she glides around the globe, and she'll flim-flam every nation She's a double-dealing diva with a taste for thievery Her itinerary's loaded up with moving violations Tell me, where in the world is Carmen Sandiego? Whoa, tell me, where in the world is Carmen Sandiego? Tell me, where in the world is Carmen Sandiego? Tell me, where in the world is Carmen Sandiego? Tell me, where in the world is Carmen Sandiego? Tell me, where in the world is Where can she be, yeah? Whoa, where in the world is Carmen Sandiego? Tell me, where in the world is Carmen Sandiego? Watch your back! >> Look at a book about rocket ships. -
The History of Educational Computer Games
Beyond Edutainment Exploring the Educational Potential of Computer Games By Simon Egenfeldt-nielsen Submitted to the IT-University of Copenhagen as partial fulfilment of the requirements for the PhD degree February, 2005 Candidate: Simon Egenfeldt-Nielsen Købmagergade 11A, 4. floor 1150 Copenhagen +45 40107969 [email protected] Supervisors: Anker Helms Jørgensen and Carsten Jessen Abstract Computer games have attracted much attention over the years, mostly attention of the less flattering kind. This has been true for computer games focused on entertainment, but also for what for years seemed a sure winner, edutainment. This dissertation aims to be a modest contribution to understanding educational use of computer games by building a framework that goes beyond edutainment. A framework that goes beyond the limitations of edutainment, not relying on a narrow perception of computer games in education. The first part of the dissertation outlines the background for building an inclusive and solid framework for educational use of computer games. Such a foundation includes a variety of quite different perspectives for example educational media and non-electronic games. It is concluded that educational use of computer games remains strongly influenced by educational media leading to the domination of edutainment. The second part takes up the challenges posed in part 1 looking to especially educational theory and computer games research to present alternatives. By drawing on previous research three generations of educational computer games are identified. The first generation is edutainment that perceives the use of computer games as a direct way to change behaviours through repeated action. The second generation puts the spotlight on the relation between computer game and player. -
G Media Library and Archives
“ WGBH has created an unparalleled Selected Collections From the MLA Media Library public media archive with over 350,000 With some 350,000 media resources in various forms, the MLA represents one and Archives master-level materials on various formats of the nation’s most important archives of public media history. The following including videotape, film and audiotape. are just a small sampling of programs and series in the extensive collections. The Campaign for WGBH These materials, many vulnerable EDUCATION AND CHILDREN’S MEDIA JOURNALISM to complete deterioration, must be Arthur The Advocates Curious George Basic Black* preserved and digitized so that they can If You Live in a City, Where Do You Live?* FRONTLINE* The Kindergarten Child* FRONTLINE Special Report: Comrades* be available for future generations. We Long Ago and Far Away* Louis Lyons and the News Rebop* The March on Washington are literally in a race against time.” Teaching Math: A Video Library The Nader Report KAREN CARIANI, DAVID O. IVES EXECUTIVE DIRECTOR, The New Voice* Say Brother* WGBH MEDIA LIBRARY AND ARCHIVES Where in the World Is Carmen Sandiego? War and Peace in the Nuclear Age Zoom WGBH Ten O’Clock News* HISTORY, ART & CULTURE SCIENCE American Experience* Discovering Women* American Playhouse* Evolution Antiques Roadshow Fast Cars and Science Ascent of Man The Machine That Changed the World Boston Symphony Orchestra NOVA* Julia Child and Company* NOVA/FRONTLINE Special Report Korea: The Unknown War* NOVA ScienceNow Masterpiece Of Science and Scientists Rock and Roll Race to Save the Planet* Vietnam: A Television History Science by the Sea *Indicates items supported by NEH challenge grant. -
Gina Rodriguez “Adult Elena”
Gina Rodriguez “Adult Elena” Gina Rodriguez plays adult Elena, the current President of the United States in the Disney+ original series “Diary of a Future President.” Born and raised in Chicago, Rodriguez currently lives in Los Angeles and is a graduate of New York University’s Tisch School of the Arts. She is best known for the title role on the series “Jane the Virgin,” for which she won a Golden Globe for Best Actress in a Television Series Musical or Comedy in 2015. Her voice can be heard as “Carmen Sandiego” in the Netflix animated series playing the title character and reviving the popular character which audiences fell in love with in the 1980s and 1990s. Gina Rodriguez’s profile has been rising steadily since her breakout performance as the titular character in “Filly Brown” at the Sundance Film Festival in 2012. Named the “Next Big Thing” and one of the “Top 35 Latinos Under 35” by The Hollywood Reporter, Rodriguez continues to be noticed by many due to her incredible acting ability, philanthropy, producing and directing. The Los Angeles Times has referred to her as “forthright and formidable, a festival ingénue who deserves to be discussed in the same breath as Elizabeth Olsen and Jennifer Lawrence.” She was recently named by Time Magazine as one of the 100 most influential people in the world and awarded Variety’s Humanitarian Award. Rodriguez recently wrapped production on the independent film “Unititled Heist Thriller” starring opposite Evan Rachel Wood and Richard Jenkins. Other film credits include “Annihilation,” “Ferdinand,” “The Star,” “Deepwater Horizon,” “Smallfoot,” “Miss Bala,” and the Netflix film “Someone Great,” which she starred in and served as a producer. -
2019 SRI Review Report Published Nov/Dec • EC Consultation Forum Meeting (Dec 12)
REPORT ON THE 2019 REVIEW OF THE GAME CONSOLE SELF-REGULATORY INITIATIVE Final report date: TABLE OF CONTENTS Executive Summary ........................................................................................................................ 4 Updates on Industry Compliance with the SRI ................................................................................... 4 Review of Technology ........................................................................................................................ 5 Videogame Consoles Review Study ................................................................................................... 5 Energy Efficiency Proposal ................................................................................................................. 5 Material Efficiency Proposal .............................................................................................................. 5 Summary of all proposed changes to the SRI .................................................................................... 6 Introduction ................................................................................................................................... 7 Background on the SRI ...................................................................................................................... 7 Objective of the Report ...................................................................................................................... 7 Transparency of the process ............................................................................................................. -
Free Online Educational Resources
FREE ONLINE EDUCATIONAL RESOURCES PRE-K LEVEL: VOOKS: https://www.vooks.com - Offering free temporary memberships - online storybooks for younger children SAN DIEGO ZOO: The San Diego Zoo has a website just for kids with amazing videos, activities, and games. Enjoy the tour! https://kids.sandiegozoo.org/ PHONICS SKILLS: https://www.starfall.com/h/ DR. SEUSS THEMED READING AND GAMES: https://www.seussville.com/ MATH PRACTICE (COUNTING TO ALGEBRA): http://www.mathscore.com/ FAVORITE CHILDREN’S BOOKS READ BY FAMOUS PEOPLE: https://www.storylineonline.net/ CRAFTS, ACTIVITIES, MAZES, ETC: https://www.allkidsnetwork.com/ MATH AND READING GAMES: https://www.abcya.com/ VOICE-BASED LEARNING VIA ALEXA: https://bamboolearning.com/resources FUN GAMES, RECIPES, CRAFTS & ACTIVITIES: https://www.highlightskids.com/ DAILY SCIENCE AND COOKING EXPERIMENTS: http://www.clubscikidzmd.com/blog/ PREK – 2ND GRADE FREE PRINTABLES: https://www.teacherspayteachers.com/…/Lite…/Price-Range/Free CHILDREN 0 TO 6 – FREE PRINTABLES LIBRARY W ACTIVITIES: https://www.littlesparkcompany.com/printables-library FREE AT-HOME KIDS YOGA LESSON PLANS: https://littletwistersyoga.com/online-store/ INTERACTIVE STORYTIME ENHANCEMENT WITH SOUND EFFECTS, MUSIC AND CHARCTER VOICES: https://noveleffect.com/ (Novel Effect makes storytime a little more fun for kids (and grown-ups too!) As you read out loud from print books (or ebooks!) music, sound effects, and character voices play at just the right moment, adjusting and responding to your voice) PRE-K TO 8TH GRADE LESSON PLANS FOR NEXT -
Technology, Togetherness, and Adolescents 109 Revolution by Calling Iphones “Isolators” and Calling the Proliferation of Handheld Computers M.A.D
TECHNOLOGY , TOGE T HERNESS , A ND ADOLESCEN T S : CRE at ING A ME A NING F UL ADOLESCEN T LE A RNING CO mm UNI T Y IN T HE DIGI ta L AGE by Ben Moudry Ben Moudry has written a comprehensive overview of the current challenges facing parents, schools, administrators, and students regarding what he calls “handheld computers,” commonly known as smart phones. His annotated statistics and description of American society in 2015 are frightening in their clarity, while the percentages and numbers of technology overuse and distraction are increasing. From his position at The Grove School, Moudry describes a path to creating a community-informed technology policy that is aligned with the school’s mission, vision, and values and serves to improve communications and cooperation models for managing a farm. I was born in the 1970s and grew up in the television, cable, and VCR era. I watched a lot of television and played many hours of home video games on the early game systems and computers. I also attended a computer camp, which I promptly left in the middle of the first morning crying because the technical side of computers did not intuitively make sense to me. I am not a luddite, but I don’t really use social media and my online life is purposefully limited or ignored. I also like to poke fun at the personal technology and online Ben Moudry is the head of school at The Grove School in Redlands, CA. He holds an AMI Primary Diploma, the certificate from the AMI Montessori Orientation to Adolescent Studies, a BA in sociology, and an M.Ed. -
Guide to the Janese Swanson Innovative Lives Presentation and Interview
Guide to the Janese Swanson Innovative Lives Presentation and Interview NMAH.AC.0642 Kimberly Tarr. 2009 Archives Center, National Museum of American History P.O. Box 37012 Suite 1100, MRC 601 Washington, D.C. 20013-7012 [email protected] http://americanhistory.si.edu/archives Table of Contents Collection Overview ........................................................................................................ 1 Administrative Information .............................................................................................. 1 Biographical / Historical.................................................................................................... 2 Arrangement..................................................................................................................... 2 Scope and Contents........................................................................................................ 2 Names and Subjects ...................................................................................................... 3 Container Listing ............................................................................................................. 4 Series 1: Original Video, 1998................................................................................. 4 Series 2: Master Videos, 1998................................................................................. 5 Series 3: Reference Videos (viewing copies), 1998................................................ 6 Series 4: Photographs and Slides, 1998................................................................ -
Nintendo from About.Com
Nintendo from about.com - 10/20/11 2:07 PM / 1 http://classicgames.about.com/od/history/a/NintendoHist1.htm http://classicgames.about.com/od/history/a/NintendoHist2.htm http://classicgames.about.com/od/history/a/NintendoHist3.htm http://classicgames.about.com/od/classicvideogames101/p/FusajiroYamauch.htm The History of Nintendo The Nintendo Corporation's domination of the gaming industry didn't start with their first video game console. As a matter of fact they had already established themselves as a quality game company almost 70 years before the first video game was invented. Not only did Nintendo bring back the popularity of video games after the industry crash of 1983 , but they first established themselves in the 19th century when they brought back the popularity of card games to Japan. The History of Nintendo Part 1 - From Playing Cards to Electronic Toys By D.S. Cohen, About.com Guide The Nintendo Corporation's domination of the gaming industry didn't start with their first video game console. As a matter of fact they had already established themselves as a quality game company almost 70 years before the first video game was invented. Not only did Nintendo bring back the popularity of video games after the industry crash of 1983 , but they first established themselves in the 19th century when they brought back the popularity of card games to Japan. When Japan cut off its relations with the Western World in 1633 there was a ban put on all foreign playing cards as they encouraged illegal gambling. Playing cards were extremely popular at the time (mainly because of the gambling) so it wasn't long before the Japanese started creating their own home grown card games.