Mahjong, Also Called Mahjongg, Majiang, Mah-Jong Or Mah
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Flanagan's Running Club – Issue 31
Flanagan's Running Club – Issue 31 Introduction The first rule of Flanagan's Running Club is everyone should be telling everyone they know about Flanagan's Running Club! After all, sharing is caring. Details of how to sign up is in the epilogue. There is no need to panic, there is no actual running involved, it is not a running club in that sense. The title is made up from extending the title of my favourite book – Flanagan’s Run by Tom McNab. So enjoy the read. On This Day – 10th February 1870 - The YWCA is founded in New York City. 1940 - Tom and Jerry make their debut with Puss Gets the Boot. 1996 - IBM supercomputer Deep Blue defeats Garry Kasparov in chess for the first time. It’s Feast of St. Paul's Shipwreck (Malta) Fenkil Day (Eritrea) 365 Reasons To Be Proud To Be A Londoner - Magical Moments in London's History What is the bestselling novel ever, in any language? Thankfully it’s not 50 Shades, but A Tale of Two Cities, by Charles Dickens (200 million copies sold). Dickens created some of the most memorable characters in literary history, including Oliver Twist, Ebenezer Scrooge, Mr Micawber, Miss Havisham and Uriah Heep. ‘Dickensian London’ has entered our imagination as a real place – not that you’d like to go there. And it was today in 1836 that Dickens’ first novel, The Pickwick Papers, was commissioned as a monthly serial. It was an immediate success, bringing the twenty-four-year-old writer instant fame. Chuck D Presents This Day In Rap And Hip-Hop History Public Enemy release "Yo! Bum Rush The Show" on Def Jam. -
Austin Games Conference 2005
Why are we here? 28 th october 2005 Austin games conference profesSor Richard A. Bartle University of esSEx introduction • It is a truth universally acknowledged… • that I’ve called this talk “why are we here?” – I include as “we” those who would have been here if they hadn’t been out ”Networking” until 2:30am this morning • I do mean the question quite literally: why are any of us in this location right now ? • This is actually a meaningful question… 1 Deep and meaningful Put another way • Point of fact: you are All goinG to DIE • Given this information, why are you here ? In this converted balLroOm ? • Why aren’t you in – paris? – China? – Darfur? – Bed? – World of warcraft ? • Hmm, I guess some of you are in there… 2 Short answer • Well, you’re here because you’re mMorpg developers and this is a mmorpg developers’ conference – officially, “networked game development” conference… • [aside: I’m gonna call them virtual worlds , not mMorpgs ] – I’m not giving up on my book’s title yet , dammit! • But this leads to another question: Another question • Why are you [mmorpg] virtual world developers? • Why aren’t you – regular game developers? – Novelists? – Truck drivers? – Nuclear power station software engineers? – Lawyers? – level 80 on runescape with 2 blue masks, 2 green masks, 2 santa hats and a red party hat ? • “Because it would cost me $5,100 on ebay” (44 bids, 13 hours to go, and simbatamer realLy wants it) 3 hackers • Notice the subtitle answers • Some posSible answers: – You’re a vw developer Purely by acCident – You wanted a -
Bojin-Diss-Library Copy
Exploring the Notion of ‘Grinding’ in Massively Multiplayer Online Role Playing Gamer Discourse: The Case of Guild Wars by Nis Bojin M.A. (Communication & Culture), York University, 2005 B.A. (Psychology/Classical Studies Double Major), York University, 2000 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 © Nis Bojin 2013 SIMON FRASER UNIVERSITY Summer 2013 Approval Name: Nis Bojin Degree: Doctor of Philosophy Title of Thesis: Exploring the Notion of ‘Grinding’ in Massively Multiplayer Online Role Player Gamer Discourse Examining Committee: Chair: Halil Erhan Assistant Professor (SFU-SIAT) John Bowes Senior Supervisor Professor, Program Director (SFU- SIAT) Suzanne de Castell Co-Supervisor Professor (University of Ontario Institute of Technology) Jim Bizzocchi Supervisor Associate Professor (SFU-SIAT) Carman Neustaedter Internal Examiner Assistant Professor (SFU-SIAT) Sean Gouglas External Examiner Associate Professor, Department of Anthropology (University of Alberta) Date Defended/Approved: May 29, 2013 ii Partial Copyright License iii Ethics Statement The author, whose name appears on the title page of this work, has obtained, for the research described in this work, either: a. human research ethics approval from the Simon Fraser University Office of Research Ethics, or b. advance approval of the animal care protocol from the University Animal Care Committee of Simon Fraser University; or has conducted the research c. as a co-investigator, collaborator or research assistant in a research project approved in advance, or d. as a member of a course approved in advance for minimal risk human research, by the Office of Research Ethics. -
Techné: Research in Philosophy and Technology
Techné: Research in Philosophy and Technology Special Issue: Real and Virtual Places Guest Editor: Erik Champion Volume 10 Number 3 Spring 2007 Technè 10:3 Spring 2007 Contents/ i Techné: Research in Philosophy and Technology Editor, Davis Baird Editorial Assistant, David Stubblefield CONTENTS Guest Editor, Erik Champion ERIK CHAMPION, When Windmills Turn Into Giants: The 1 Conundrum of Virtual Places EDWARD RELPH, Spirit of Place and Sense of Place in 17 Virtual Realities RICHARD COYNE, Thinking through Virtual Reality: Place, 26 Non-Place and Situated Cognition RICHARD BARTLE, Presence and Flow: Ill-Fitting Clothes 39 for Virtual Worlds JEFFREY JACOBSON and LYNN HOLDEN, Virtual Heritage: 55 Living in the Past Technè 10:3 Spring 2007 Champion, When Windmills Turn Into Giants/1 When Windmills Turn Into Giants: The Conundrum of Virtual Places Erik Champion Information Environments University of Queensland Abstract While many papers may claim that virtual environments have much to gain from architectural and urban planning theory, few seem to specify in any verifiable or falsifiable way, how notions of place and interaction are best combined and developed for specific needs. The following is an attempt to summarize a theory of place for virtual environments and explain both the shortcomings and the advantages of this theory. Introduction What is Virtual Reality (VR)? According to Schroeder (1996, p. 2) it is “often taken to refer to a computer linked to a head-mounted display and a glove. VR systems give the user a sense of being inside a computer-generated environment and of being able to interact with it.” The head- mounted displays (HMDs) track where the user’s head is looking and update the virtual scene accordingly. -
(From the Bigger Geekier Box Rulebook)!
1 The LeasT Funny smash up RuLebook eveR conTenTs Smash Up is a fght for 2–4 players, ages 14 and up. Objective ....................................................2 The Expanding Universe Game Contents...............................................2 From its frst big bang, the Smash Up universe The Expanding Universe.........................................................2 objecTive has expanded until our frst Big Geeky Box How to Use This Book............................................................2 became too small to hold it all! So we took that Know Your Cards! ............................................3 Your goal is nothing short of total global domination! box and made it better, stronger, faster, bigger. Meet These Other Cards! .....................................3 Use your minions to crush enemy bases. The frst Not only does this new box hold all the cards, Setup ........................................................4 player to score 15 victory points (VP) wins! this rulebook holds all the rules as well, or at Sample Setup ................................................4 least everything published up to now, all in one Kickin’ It Queensberry.......................................................... 4 convenient if not terribly funny 32-page package. As the Game Turns / The Phases of a Turn . 5 Game conTenTs The Big Score ................................................6 This glorious box of awesome contains: How to Use This Book Me First! ....................................................................... 6 Awarding -
5 Kaceytron and Transgressive Play on Twitch.Tv Mia Consalvo Kaceytron and Transgressive Play on Twitch.Tv
FOR REPOSITORY USE ONLY DO NOT DISTRIBUTE 5 Kaceytron and Transgressive Play on Twitch.tv Mia Consalvo Kaceytron and Transgressive Play on Twitch.tv Mia Consalvo © Massachusetts Institute of Technology All Rights Reserved “Fucking 4chan!” the woman on the Twitch stream exclaims in disgust. “Is that how you found my stream?!?! Were they posting fake nudes of me on 4chan?!” The Twitch stream shows an attractive young woman with glasses and a low-cut shirt on the left side of the frame; behind her and taking up the rest of the stream is her computer mon- itor’s screen—showing at center a long and narrow, blurry but rapidly scrolling text chat window that features the term CUM DUMPSTER spammed over and over again. To the right of the text barrage, a browser window is opened to a page that is difficult to read but shows some Twitch interaction rules at the top and comments below. To the right of the streaming window (not pictured in figure 5.1 ), the overflowing chat chan- nel crawls ever upward rapidly, making some comments difficult to read unless they are repeated (as many of them are) and in all caps. Someone has copy-pasted “KaceyPls THIS IS A KACEYTRON WAITING ROOM” multiple times into one comment that is nine lines long, and other chatters are rapidly posting “4chin,” echoing (and mocking) Kaceytron as she shifts from pronouncing the infamous hate-filled site “4chan” into “4chin” in her rant. After 20 seconds, the scene jumps to Kaceytron announcing, “I’m one of the best streamers on Twitch.tv but sexists won’t admit it because they’re -
Running Head: ONLINE GAMING MOTIVATIONAL FACTORS
Running Head: ONLINE GAMING MOTIVATIONAL FACTORS Motivational Factors of Online Gaming in Intermediate Elementary Students by Christopher D. Harper Submitted in partial fulfillment of the requirements for the degree of MASTER OF EDUCATION IN EDUCATIONAL LEADERSHIP VANCOUVER ISLAND UNIVERSITY We accept the Thesis as conforming to the required standard. Dr. Rachel Moll, Faculty Supervisor Faculty of Education, Vancouver Island University Dr. David Paterson, Dean Faculty of Education, Vancouver Island University July 2020 ONLINE GAMING MOTIVATIONAL FACTORS ii Abstract Since their introduction in the 1980s, home video game consoles have held sway over the youth of modern society. For nearly two decades, popular gaming consoles were unable to connect to online networks, relying on a system of cartridges or CDs. Near the end of the millennium, online gameplay was virtually an unknown entity, relegated to a limited number of PC games. However, over the years, companies like Nintendo, Sony, and Microsoft labored relentlessly to develop innovative gaming experiences, while fueling a multi-billion-dollar industry. As a result, unintended consequences of deeply integrating online gameplay into our daily lives have emerged. One such problem affecting a growing number of adolescents is the addictive nature of modern video games and the resulting negative effects on peer relationships, self-concept, and personal and social awareness. This study focused on intermediate elementary students in SD 70 Alberni. 27 students responded to questions through an online survey to provide information about their motivations for playing online and sociodemographic factors. Two open-ended questions, “What do you enjoy most about online gaming?” and “What do you enjoy least about online gaming?”, were also included. -
Video Gaming and Death
Untitled. Photographer: Pawel Kadysz (https://stocksnap.io/photo/OZ4IBMDS8E). Special Issue Video Gaming and Death edited by John W. Borchert Issue 09 (2018) articles Introduction to a Special Issue on Video Gaming and Death by John W. Borchert, 1 Death Narratives: A Typology of Narratological Embeddings of Player's Death in Digital Games by Frank G. Bosman, 12 No Sympathy for Devils: What Christian Video Games Can Teach Us About Violence in Family-Friendly Entertainment by Vincent Gonzalez, 53 Perilous and Peril-Less Gaming: Representations of Death with Nintendo’s Wolf Link Amiibo by Rex Barnes, 107 “You Shouldn’t Have Done That”: “Ben Drowned” and the Uncanny Horror of the Haunted Cartridge by John Sanders, 135 Win to Exit: Perma-Death and Resurrection in Sword Art Online and Log Horizon by David McConeghy, 170 Death, Fabulation, and Virtual Reality Gaming by Jordan Brady Loewen, 202 The Self Across the Gap of Death: Some Christian Constructions of Continued Identity from Athenagoras to Ratzinger and Their Relevance to Digital Reconstitutions by Joshua Wise, 222 reviews Graveyard Keeper. A Review by Kathrin Trattner, 250 interviews Interview with Dr. Beverley Foulks McGuire on Video-Gaming, Buddhism, and Death by John W. Borchert, 259 reports Dying in the Game: A Perceptive of Life, Death and Rebirth Through World of Warcraft by Wanda Gregory, 265 Dying In The Game: A Perceptive Of Life, Death And Rebirth Through World Of Warcraft Wanda Gregory Abstract What does it feel like to die in a video game? Not just the feeling of seeing your avatar die and resurrect in front of you on the screen, but how does it feel to deal with death in a game when you are facing a life threating disease in the real world? How can one experience the various aspects of life, with a focus on death, rebirth or resurrection, through a game and the player’s avatar? These are several of the questions, which will be explored in this essay based on the author’s own personal experience. -
Viral Spiral Also by David Bollier
VIRAL SPIRAL ALSO BY DAVID BOLLIER Brand Name Bullies Silent Theft Aiming Higher Sophisticated Sabotage (with co-authors Thomas O. McGarity and Sidney Shapiro) The Great Hartford Circus Fire (with co-author Henry S. Cohn) Freedom from Harm (with co-author Joan Claybrook) VIRAL SPIRAL How the Commoners Built a Digital Republic of Their Own David Bollier To Norman Lear, dear friend and intrepid explorer of the frontiers of democratic practice © 2008 by David Bollier All rights reserved. No part of this book may be reproduced, in any form, without written permission from the publisher. The author has made an online version of the book available under a Creative Commons Attribution-NonCommercial license. It can be accessed at http://www.viralspiral.cc and http://www.onthecommons.org. Requests for permission to reproduce selections from this book should be mailed to: Permissions Department, The New Press, 38 Greene Street, New York,NY 10013. Published in the United States by The New Press, New York,2008 Distributed by W.W.Norton & Company,Inc., New York ISBN 978-1-59558-396-3 (hc.) CIP data available The New Press was established in 1990 as a not-for-profit alternative to the large, commercial publishing houses currently dominating the book publishing industry. The New Press operates in the public interest rather than for private gain, and is committed to publishing, in innovative ways, works of educational, cultural, and community value that are often deemed insufficiently profitable. www.thenewpress.com A Caravan book. For more information, visit www.caravanbooks.org. Composition by dix! This book was set in Bembo Printed in the United States of America 10987654321 CONTENTS Acknowledgments vii Introduction 1 Part I: Harbingers of the Sharing Economy 21 1. -
Causes, Magnitude and Implications of Griefing in Massively Multiplayer Online Role-Playing Games
Causes, Magnitude and Implications of Griefing in Massively Multiplayer Online Role-Playing Games LEIGH SIMON ACHTERBOSCH This thesis is submitted in total fulfilment of the requirements for the degree of Doctor of Philosophy (Information Technology) Faculty of Science and Technology Federation University Australia PO Box 663 University Drive, Mount Helen Ballarat, Victoria 3353 Australia Submitted in April 2015 Abstract Abstract This thesis presents findings from research into the global phenomenon known as griefing that occurs in Massively Multiplayer Online Role-Playing Games (MMORPGs). Griefing, in its simplest terms, refers to the act of one player intentionally disrupting another player’s game experience for personal pleasure and potential gain. For too long it has been unknown how pervasive griefing is, how frequently griefing occurs and, in particular, the impact on players that are subjected to griefing. There has also been limited research regarding what causes a player to perform griefing. This thesis addresses these concerns by answering the research question “What are the causes and implications of griefing in Massively Multiplayer Online Role-Playing Games, and what magnitude of griefing exists in this genre?” Mixed method research was employed using the “Sequential Explanatory Strategy”, in which a quantitative phase was followed by a qualitative phase to strengthen the findings. The quantitative phase consisted of a survey that attracted 1188 participants of a representative player population. The qualitative phase consisted of interviews with 15 participants to give more personalised data. The data was analysed from the perspectives of different demographics and different associations to griefing. The thesis contributed original findings regarding the causes, magnitude and implications of griefing in MMORPGs. -
Lp Stock Database
Excluding Children, Classical/Ballet/ Opera, Religious Vinyl 4U Main Database (see other databases for these) 1 LP (x1) 2 Contact: Judy Vos [email protected] LP's (x2) # of LPs in Artist/s or Group Composer Album Name Album 101 Strings After a hard day x1 101 Strings Lerner&Loewe Camelot x1 101 Strings Exodus and other great movie themes x1 101 Strings Webb/BacharachMillion Seller Hits x1 10CC Bloody Tourists x1 ABBA Arrival x1 ABBA Gracias por la Musica x1 ABBA Gracias por la musica (in Spanish) x1 ABBA Greatest Hits x1 ABBA Greatest Hits x1 ABBA Greatest Hits x1 ABBA Greatest Hits x1 ABBA Greatest Hits x1 ABBA Super Trouper x1 ABBA Super Trouper x1 ABBA Super Trouper x1 ABBA Super Trouper x1 ABBA The Album x1 ABBA The Album x1 Abba The Album x1 ABBA The Singles - The 1st 10 years x2 ABBA The Visitors x1 ABBA The Visitors x1 ABBA The Visitors x1 ABBA The Visitors x1 ABBA The Visitors x1 ABBA Voulez Vouz x1 ABBA Voulez-Vous x1 ABBA Voulez-Vous x1 ABBA Voulez-Vous x1 ABC Beauty Stab x1 Acker Bilk Stranger on the shore x1 Acker Bilk & Bent Fabric Cocktails for Two x1 Acker Bilk & others Clarinet Jamboree x1 Acker Bilk & Stan Tracey Blue Acker x1 Acker Bilk Esquire A Taste of honey x1 Acker Bilk with Leon Young Stranger on the Shore x1 Adam and the Ants Kings of the Wild Frontier x1 Adam and The Beasts Alasdair Clayre x1 Adamo A L'Olympia x1 Adamo Adamo x1 Adamo The Hits of Adamo x1 Adrian Brett Echoes of Gold x1 Adrian Gurvitz Classic x1 Agnetha Faltskog Eyes of a woman x1 Agnetha Faltskog Wrap your arms around me x1 A-Ha Stay on these -
New Fiction Books Fall 2020
New Fiction Books Fall 2020 Fiction F Alb Anna Strong and the Revolutionary War Culper spy ring (Lexile 840) During the American Revolution Anna Strong becomes an unsung heroine when she finds ingenious ways to communicate top-secret messages to her fellow spies, helping to save the American colonies from British rule. F Ald War is over It's 1918, and war is everywhere. John's dad is fighting in the trenches far away in France. His mother works in the munitions factory. His teacher says that John is fighting, too, that he at war with enemy children in Germany. One day, in the wild woods outside town, John has an impossible moment: a meeting with a German boy named Jan. John catches a glimpse of a better world, in which children like Jan and himself can come together and scatter the seeds of peace. F Ang Beware the power of the dark side! (Lexile 840) Luke Skywalker and his friends in the Rebel Alliance formulate a daring plan to battle with the Empire and its evil leaders, Darth Vader and the Emperor. F Ang The mighty Chewbacca in the forest of fear! (Lexile 770) Chewbacca the Wookie thought he was on a boring cat-sitting job--but his true mission is much more dangerous. With the help of a young bounty hunter/librarian and a cargo droid--who is actually undercover Rebel spy K-2SO--Chewie must make his way through a bizarre forest with fear-causing mist, fight off deadly creatures, recover a sacred book and rescue his friend Han Solo.