Forthcoming in the Intersectional Internet Edited by André Brock And

Total Page:16

File Type:pdf, Size:1020Kb

Forthcoming in the Intersectional Internet Edited by André Brock And [FORTHCOMING IN THE INTERSECTIONAL INTERNET EDITED BY ANDRÉ BROCK AND PUBLISHED BY PETER LANG IN THE DIGITAL FORMATIONS SERIES.] The Technologics of Race in Videogames By: Tanner Higgin Bodies in cyberspace are also constituted by descriptive codes that "embody" expectations of appearance. Many of the engineers currently debating the form and nature of cyberspace are the young turks of computer engineering, men in their late teens and twenties, and they are preoccupied with the things with which postpubescent men have always been preoccupied. This rather steamy group will generate the codes and descriptors by which bodies in cyberspace are represented. Because of practical limitations, a certain amount of their discussion is concerned with data compression and tokenization. As with phone sex, cyberspace is a relatively narrow-bandwidth representational medium, visual and aural instead of purely aural to be sure, but how bodies are represented will involve how recognition works. —Allucquére Rosanne Stone (1991) W.E.B. Du Bois was a new media practitioner and theorist. His medium: photography (which, at the time, was about as old as videogames are now). His cause: anti-racism. Du Bois wanted to de-suture photography's connection to racist ideology by undermining its false objectivity, and filling the frame with new meaning. To this end, his portraits of middle class African Americans in the first decade of the 20th century showed America a drastically different picture of blackness, and assaulted the integrity of racial categories (Figure 1). As Evelyn Hammonds (2000) explains, Du Bois' portraits, which were “rendered in the style of turn-of-the-century ethnographic studies of race,” were used, along with sociological evidence, including subject reports of ancestry, to show that racial mixing was not a deviant and shameful pollution of racial purity, but the fact of every human being's ancestry (p. 307). The brilliance of Du Bois' new media critique was how, with relatively little manipulation, he was able to 1 take the supposed objective integrity of photography and show that, when placed in an intelligent and ethical political context, photographs reveal themselves as not an impartial medium, but deeply political, manipulable, and often discriminatory. Following Du Bois, we need to build an analytical framework for describing and analyzing the embedded politics and their associated ideologies of digital media technologies, specifically in videogame character selection and creation systems. My interest is in exposing how computational systems can be interpreted as simulations adhering to various types of raciological thinking; I call these technologically embedded ideologies the technologics of race. Hammonds' work on computer morphing programs titled “New Technologies of Race” serves as the principle influence for this direction of inquiry into the biases of technology. Hammonds analyzes a 1993 cover article in Time magazine called “The New Face of America,” an attempt by Time to address issues of immigration and racial mixing through the use of morph technology made famous by Terminator 2: Judgment Day and Michael Jackson's “Black or White” music video. Using statistical projections of the current and future ethnic breakdown of the US, engineers created computer generated photographic faces of the mixed race Americans of the future. Even though great pains were clearly taken to make the project politically correct, the results are deeply troubled. While Time appeals to contemporary notions of genetic differences, and acknowledges diversity beyond the black/white binary, Hammonds notes that the categories used to stage the mixing, and the experiment's results, are reliant on antiquated logics. In complete opposition to a socially constructed notion of race that would cast racial distinction as a dubious and impossible task, Americans in Time’s calculations are split into seven distinct groups: Middle Eastern, Italian, African, Vietnamese, Anglo-Saxon, Chinese, and Hispanic. These groups are placed on a grid, reminiscent of a Punnett square, their photographs implying, Hammonds argues, that “race is embodied and, even with racial mixing, the existence of primary races is as obvious as the existence of primary colors in the Crayola crayon palette” (p. 118). The results of this morphological fantasy are all 2 surprisingly similar and quite obviously Caucasoid with light shades of brown. Hammonds reads this as a “strange logic of equivalence” that proposes an answer to problems of race, diversity, and inequality through a presentation of morphological sameness. It ignores the biological logics of race that are employed in the experiment and that undermine real racial inequalities, maintained by these very logics, through an appeal to a future where distinction is impossible. These results cannot be attributed to the random computation of a computer program but are the product of design. Hammonds reminds us that the engineers of the program made editorial decisions when creating the “morphies,” discarding anything that seemed unnatural. The result is a “preferred or filtered composite of mixed figures with no discussion of the assumptions or implications underlying the choices” (p. 118). To this end, the results of the project removed any corporealities that might undermine or disrupt dominant notions of race, gender, and sexual difference that do not adhere to the popular imaginary or raciological fantasy. As Hammonds explains, the morphies are a product of the operations of racializing desire which projects race yet erases its complexities in regards to historical reality. These same desires, the technologics of race, structure difference within videogames. You just have to notice. 3 Portraits from The Health and Physique of the Negro American (1906): Figure 1. 4 "Something racist is going on here": Glitches and Seams Justin.tv, one of a variety of websites that allow a person to stream audiovisual content to viewers live on the internet, originated as a platform for 24/7 mobile lifecasting by entrepreneur Justin Kan. Eventually, Kan franchised the wearable lifecasting tech he employed to a select few users, most notably Justine Ezarik of iJustine fame. By mid to late 2007, the site was opened up as a platform for streaming content. Most assumed that lifecasts (slice-of-life broadcasts by regular people) would be the most popular "shows." And this was the result, to some extent. One surprisingly popular brand of content, gamecasting, necessitated its own section and continues to garner significant interest. Broadcasters would point their webcams at TV screens or computer monitors, or feed the footage into the computer through capture cards, and play videogames live along with an audience of chatting viewers. By far the most popular of these gamecasts has been Justin.tv's 4 Player Podcast (4PP). As of December 2010 the 4PP Justin.tv site has over 31 millions views and 130 thousand subscribers. Gamecasting, and 4PP's entertaining and humorous commentary, recreate the familiar social experience of watching a friend play a game. While browsing 4PP's archives, I noticed a video of 4PP's Brad playing Grand Theft Auto IV (GTA IV) titled "Brad discovers the truth about Internet Cafes.”1 In this video Brad, playing as GTA IV's main character Niko Bellic, enters an internet cafe populated entirely by "heavy set black men." Talking to his viewers, Brad recognizes how curious this situation is and that some kind of glitch must have occurred. Yet these familiar experiences are not just breaks in a pattern; these moments, and what they bare, can be politicized. In the case of "Brad discovers the truth about Internet Cafes," the hidden population algorithms that generate the denizens of Liberty City are exposed. Any player of GTA IV is familiar with how these algorithms operate in the act of gameplay, even though they most likely have not seen the code. 1 While Justin.tv does backup broadcasted video it is up to the users to choose moments they would like to isolate and archive permanently. These archives can be browsed and viewed after the actual broadcast occurred. View video here: http://www.justin.tv/fourplayerpodcast/b/259408907. 5 We know when we travel across the urban landscape, that each region we explore is undergoing a constant process of regeneration, repopulating the streets with cars and bodies. Brad recognizes this too. He questions whether the proliferation of heavy set black men in the internet cafe is equivalent to the well know mechanic in the GTA series that fills streets with cars similar to the one the player happens to be driving. Of course, there is not a true equivalence here; a player can only (in single player) play as Niko, thus who the player's character is does not affect who else is around. Still, Brad recognizes that the glitch has revealed some kind of similar code level operation. But what is it? The most striking moment of the video, and certainly its comic apex, is when Brad jokingly remarks (and I am paraphrasing a bit since the audio is garbled), "I am not quite sure but something racist is going on here." Significantly, this seemingly innocuous and funny internet video records a familiar experience to gamers that is often lost to the ephemeral qualities of gaming. When we play, game glitches and bugs happen; they're quite common, especially in an age of impossible development deadlines. But when they do happen, we see them as violating the integrity and unity of the experience. They're mistakes that tear the fabric of the Wizard's curtain. And since gaming is often characterized or understood as escapism, this kind of disjunction is unwelcome and disruptive. If you've played a game within the Grand Theft Auto series, you know that in GTA IV the computer- generated non-player characters come and go based on the geographic boundaries crossed. In previous incarnations of the franchise, such as Grand Theft Auto: San Andreas, this was even more pronounced because territories were partly defined by the gangs possessing them.
Recommended publications
  • Unlikely Identities
    Unlikely Identities: In May of 1911 an Ottoman deputy from Thessaloniki, Dimitar Vlahov, interjected Abu Ibrahim and the himself in a parliamentary debate about Zionism in Palestine with a question: “Are Politics of Possibility in 2 Arab peasants opposed to the Jews?” 1 Late Ottoman Palestine Answering himself, he declared that there was no enmity between Arab and Samuel Dolbee & Shay Hazkani Jewish peasants since, in his estimation, “They are brothers [onlar kardeştir], and like brothers they are trying to live.” Noting that in the past few weeks “anti- Semitism” had appeared on the pages of newspapers, he reiterated his message of familial bonds: “Whatever happens, the truth is in the open. Among Jewish, Arab, and Turkish peasants, there is nothing that will cause conflict. They are brothers.” Vlahov Efendi’s somewhat simplistic message of coexistence was not popular, appearing as it did in the midst of a charged debate about Zionist land acquisitions in Palestine.3 Other deputies in parliament pressed him about the source of his information on these apparent familial ties between peasants. He had mentioned “Arab newspapers,” but ʿAbd al-Mehdi Bey of Karbala wanted to know which ones he had consulted to support his claims. “In Jaffa there is a newspaper that appears named ‘Palestine,’” Vlahov replied. Commotion in the hall interrupted his speech at this point, but Vlahov continued, explaining how the paper suggested Hadera [Khdeira], south of Haifa, had been “nothing but wild animals” thirty years before but had recently become economically prosperous through Zionist settlement. Rishon LeZion, one of the first Zionist colonies, was another engine of development, as its tax revenue had increased a hundred- fold in the previous three decades, he claimed.
    [Show full text]
  • The Armenian Genocide
    The Armenian Genocide During World War I, the Ottoman Empire carried out what most international experts and historians have concluded was one of the largest genocides in the world's history, slaughtering huge portions of its minority Armenian population. In all, over 1 million Armenians were put to death. To this day, Turkey denies the genocidal intent of these mass murders. My sense is that Armenians are suffering from what I would call incomplete mourning, and they can't complete that mourning process until their tragedy, their wounds are recognized by the descendants of the people who perpetrated it. People want to know what really happened. We are fed up with all these stories-- denial stories, and propaganda, and so on. Really the new generation want to know what happened 1915. How is it possible for a massacre of such epic proportions to take place? Why did it happen? And why has it remained one of the greatest untold stories of the 20th century? This film is made possible by contributions from John and Judy Bedrosian, the Avenessians Family Foundation, the Lincy Foundation, the Manoogian Simone Foundation, and the following. And others. A complete list is available from PBS. The Armenians. There are between six and seven million alive today, and less than half live in the Republic of Armenia, a small country south of Georgia and north of Iran. The rest live around the world in countries such as the US, Russia, France, Lebanon, and Syria. They're an ancient people who originally came from Anatolia some 2,500 years ago.
    [Show full text]
  • Streampunkeři. Youtube a Mediální Rebelové
    Streampunks © 2017 by RKapital, LLC Translation © Julie Tesla, 2018 Czech edition © Host — vydavatelství, s. r. o., 2018 (elektronické vydání) ISBN 978-80-7577-704-1 (PDF) ISBN 978-80-7577-705-8 (ePUB) ISBN 978-80-7577-706-5 (MobiPocket) Věnováno tomu rošťákovi, co teď někde natáčí video na svůj smartphone a ze kterého se jednou stane nejlepší bavič na světě. Obsah Úvod . 13 1 Vzestup streampunkerů . 17 Seznamte se s novou kategorií tvůrců 2 Přijde ||Superwoman|| do supermarketu . 27 Proč je rozmístění zboží v obchodech klíčem k pochopení dnešního mediálního průmyslu 3 Nerdové útočí . 43 Bratři Greenové a budování online komunity 4 Svůj až po konečky vlasů . 61 Tyler Oakley, autenticita a měnící se status celebrity 5 Pas klidně zahoďte . 79 Lilly Singhová, Mr. Bean, k­‑pop a tavicí kotel globálních médií 6 Ukaž mi něco, co jsem ještě neviděl . 91 Satira, zastoupení a předsudky v internetových videích 7 Hleď si svého šití . 105 Přitažlivost úzkých mezer na trhu 8 Je to boj . 125 Proč musejí hvězdy v současném světě jet na sto deset procent 9 Zdroje příjmů . 145 Financování kreativity v digitální éře 10 „Toto právě nahrál . .“ . 165 Vice, Storyful a noví hráči ve zpravodajském byznysu 11 Omlouváme se Díky za přerušení . 189 Casey Neistat vrací slávu reklamám 12 Streampunk rock! . 211 Pád a zmrtvýchvstání hudebního průmyslu 13 Na co se dívat dál . 233 Zrovna když jste přišli na kloub mileniálům, přichází generace Z Závěr — Okno do světa . 245 Poděkování . 251 O autorech . 255 Úvod V televizi nic není. Ne, vážně — tam, kde jsem vyrůstal, v televizi opravdu nic nebylo.
    [Show full text]
  • Laughter Effect
    caty borum chattoo center for media & social impact school of communication american university may 2017 the laughter effect: the [serious] role of comedy in social change about the The Laughter Effect: The [Serious] Role of Comedy in Social Change is the second in a three-part inves- project tigation about comedy and social influence. All were directed and written by Caty Borum Chattoo, produced under the auspices of the Center for Media & Social Impact at American University’s School of Communication. All three projects were funded by the Bill & Melinda Gates Foundation. The first project, Entertainment, Storytelling & Social Change in Global Poverty, an experimental design study that examined the persuasive impact of the comedic documentary film, Stand Up Planet, was published in February 2015; it was funded under the auspices of Learning for Action, LLC. Borum Chattoo was also the executive producer and producer of the documentary, which premiered in 2014 in the United States and India. Lauren Feldman, PhD, Associate Professor in the School of Communication and Information at Rut- gers University, served as peer reviewer for The Laughter Effect. For the Center for Media & Social Impact, graduate student fellows Jessica Henry Mariona, Diya Basu and Hannah Sedgwick provided research support; all were students at the American University School of Communication graduate Strategic Communication program. The reports are available at www.cmsimpact.org. about the Caty Borum Chattoo is Director of the Center for Media & Social Impact and Executive in Residence project at the American University School of Communication in Washington, D.C. She works at the intersec- director tion of social-change communication/media, media effects research, and documentary production.
    [Show full text]
  • The Power of You in Youtube
    HA RNESSING THE POWER OF " YOU" IN YouTube How just one word - "YOU" - can double your YouTube viewership Writ t en and Researched by Dane Golden and Phil St arkovich a st udy by and .com HARNESSING THE POWER OF "YOU" IN YOUTUBE - A TUBEBUDDY/ HEY.COM STUDY - Published Feb. 7, 2017 EXECUTIVE SUMMARY HINT: IT'S NOT ME, IT'S "YOU" various ways during the first 30 platform. But it's more likely that "you" is seconds versus videos that did not say a measurable result of videos that are This study is all about YouTube and "YOU." "you" at all in that period. focused on engaging the audience rather than only talking about the subject of the After extensive research, we've found that saying These findings show a clear advantage videos. YouTube is a personal, social video the word "you" just once in the first 5 seconds of for videos that begin with a phrase platform, and the channels that recognize a YouTube video can increase overall views by such as: "Today I'm going to show you and utilize this factor tend to do better. 66%. And views can increase by 97% - essentially how to improve your XYZ." doubling the viewcount - if "you" is said twice in Importantly, this study shows video the first 5 seconds (see table on page 22). While the word "you" is not a silver creators and businesses how to make bullet to success on YouTube, when more money with YouTube. With the word And "you" affects more than YouTube views. We used in context as a part of otherwise "you," YouTubers can double their also learned that simply saying "you" just once in helpful or interesting videos, combined advertising revenue, ecommerce the first 5 seconds of a video is likely to increase with a channel optimization strategy, companies can drive more website clicks, likes per view by approximately 66%, and overall saying "you" has been proven to apps can drive more downloads, and B2B engagements per view by about 68%.
    [Show full text]
  • They Made the NABC Run Smoothly
    Sunday, December 4, 2011 Volume 84, Number 10 Daily Bulletin 84th North American Bridge Championships Editors: Brent Manley and Sue Munday They made the NABC Cayne team rides run smoothly monster session to Reisinger lead The team captained by James Cayne posted a huge score of 22 in the first semifinal session of the Reisinger Board-a-Match Teams to take the lead into today’s two final sets. Their carryover advantage is 4.34. Cayne is playing with Michael Seamon, Alfredo Versace, Lorenzo Lauria, Giorgio Duboin and Antonio Sementa. Not far off the pace in second place with a carryover of 3.09 are Roy Welland, Bart Bramley, Josef Piekarek and Alexander Smirnov. Wolpert ahead in N.A. Swiss Teams With two final sessions to play, the Gavin Wolpert team will take a carryover of 40 victory points, nearly double that of second place, into today’s play in the Keohane North American Swiss Teams. Wolpert’s squad is Paul Fireman, John Hurd, A successful NABC doesn’t happen by accident. It takes a lot of hard work by a lot Joel Wooldridge, Krzysztof Buras and Grzegorz of people. In this photo are most of the hard-working committee heads who planned Narkiewicz. the tournament and made sure players had fun. Near the end, they raised their arms Trailing by 19.58 VPs are Geeske Joel and in triumph for a job well done. If you see any of them today, say thanks. teammates Tobi Sokolow, Jill Levin, Debbie Back: Mark Jindra, Ann Romeo, Terry Randles, Janice Randles, Dave Grubbs, Carl Rosenberg, Jill Meyers and Janice Seamon-Molson.
    [Show full text]
  • Stoney Road out of Eden: the Struggle to Recover Insurance For
    Scholarly Commons @ UNLV Boyd Law Scholarly Works Faculty Scholarship 2012 Stoney Road Out of Eden: The Struggle to Recover Insurance for Armenian Genocide Deaths and Its Implications for the Future of State Authority, Contract Rights, and Human Rights Jeffrey W. Stempel University of Nevada, Las Vegas -- William S. Boyd School of Law Sarig Armenian David McClure University of Nevada, Las Vegas -- William S. Boyd School of Law, [email protected] Follow this and additional works at: https://scholars.law.unlv.edu/facpub Part of the Contracts Commons, Human Rights Law Commons, Insurance Law Commons, Law and Politics Commons, National Security Law Commons, and the President/Executive Department Commons Recommended Citation Stempel, Jeffrey W.; Armenian, Sarig; and McClure, David, "Stoney Road Out of Eden: The Struggle to Recover Insurance for Armenian Genocide Deaths and Its Implications for the Future of State Authority, Contract Rights, and Human Rights" (2012). Scholarly Works. 851. https://scholars.law.unlv.edu/facpub/851 This Article is brought to you by the Scholarly Commons @ UNLV Boyd Law, an institutional repository administered by the Wiener-Rogers Law Library at the William S. Boyd School of Law. For more information, please contact [email protected]. STONEY ROAD OUT OF EDEN: THE STRUGGLE TO RECOVER INSURANCE FOR ARMENIAN GENOCIDE DEATHS AND ITS IMPLICATIONS FOR THE FUTURE OF STATE AUTHORITY, CONTRACT RIGHTS, AND HUMAN RIGHTS Je:jrev' W. Stempel Saris' ArInenian Davi' McClure* Intro d uctio n .................................................... 3 I. The Long Road to the Genocide Insurance Litigation ...... 7 A. The Millet System of Non-Geographic Ethno-Religious Administrative Autonomy ...........................
    [Show full text]
  • Think Gaming Content Is Niche? Think Again
    THINK GAMING CONTENT IS NICHE? THINK AGAIN WRITTEN BY Gautam Ramdurai THE RUNDOWN PUBLISHED December 2014 Gaming has woven its way into all areas of pop culture—sports, music, television, and more. Its appeal goes far beyond teenage boys (women are now the largest video game–playing demographic!). So it’s no surprise that gaming content has taken off on YouTube. Why? As one gaming creator put it, “You don’t have to play soccer to enjoy it on TV.” From an advertiser’s perspective, gaming content is a rare breed—one that delivers engagement and reach. Even if your brand isn’t part of the gaming industry, you can get in on the action. Gautam Ramdurai, Insights Lead, Pop Culture & Gaming at Google, explains how. Take a broad look at pop culture, and you’ll see that “gaming” is tightly woven into its fabric. It’s everywhere—in music, television, movies, sports, and even your favorite cooking shows. And as gaming content takes off on YouTube, gaming is becoming not only something people do but also something they watch. A generation (18–34-year-old millennials) has grown up on gaming. For them, having a gaming console was as ordinary as having a TV. They can probably still recall blowing into game cartridges and wondering if it made a difference. And if they grew up on gaming, they came of age in the YouTube era. Many now consider it the best platform to explore their passions. (Platforms surveyed include AOL, ComedyCentral.com, ESPN.com, Facebook, Hulu, Instagram, MTV.com, Tumblr, Vimeo, and YouTube.) This convergence has resulted in an abundance of gaming content, and brands interested in connecting with this interested and engaged audience should take note.
    [Show full text]
  • Ghosts Gameplay
    Call of Duty® Kicks Off Electronic Entertainment Expo 2013 with World Premier Livestream of Call of Duty®: Ghosts Gameplay Activision Brings E3 to Fans First with "Call of Duty: Ghosts All Access" — Global Telecast of Live Next Generation Gameplay Levels "No Man's Land" and "Into the Deep" Live Broadcast aired on DIRECTV, CallofDuty.com, on Consoles and Global Online Destinations across the Web Fans also had Sneak Peek of Massive, Unprecedented Video Wall Set to Blow Attendees Away On-site at E3 this Week; Call of Duty's "Show Mode" Features State-of-the-Art Visual/Sound Effects, Pyrotechnics, Wind, Smoke/Fog to Highlight Original Call of Duty Content, Set to be THE Event of the Show LOS ANGELES--(BUSINESS WIRE)-- Let the games begin. Activision Publishing, Inc., a wholly owned subsidiary of Activision Blizzard (Nasdaq: ATVI), kicked-off E3 early this year with an unprecedented live telecast to fans around the world, showcasing a first look at new gameplay from the upcoming Call of Duty®: Ghosts. Featuring an all-new world, new story, new characters and new experiences, all powered by a new, next-gen engine, Call of Duty: Ghosts is not only a stunning leap forward for the mega-hit franchise, but also showcases what's possible on next generation consoles. Hosted by Spike TV's Geoff Keighley and Internet personality iJustine, the live 30-minute broadcast titled "Call of Duty: Ghosts All Access" gave fans of the worldwide phenomenon the first chance to go behind the scenes with Activision's acclaimed studio Infinity Ward, for a look at the upcoming title two days before the start of 2013 Electronic Entertainment Expo (E3 Expo).
    [Show full text]
  • Jual Game Pc / Laptop Beli 10 Dvd Game - Gratis 1 Dvd
    JUAL GAME PC / LAPTOP BELI 10 DVD GAME - GRATIS 1 DVD BISA COD Pdlrng-cmi-Bdg, ketentuan berlaku. HUB : 081910564177 ”ALEXSYAM GAMES” Paket dvd pake label + cover : RP. 7000,-/ DVD (UNTUK PEMBELIAN DI ATAS 50 DVD) RP. 8000,-/ DVD (UNTUK PEMBELIAN DI ATAS 25 DVD) RP. 10000,-/ DVD (UNTUK PEMBELIAN DI BAWAH 25 DVD) Paket dvd polos tanpa label/cover : RP. 4000,-/ DVD (UNTUK PEMBELIAN DI ATAS 50 DVD) RP. 5000,-/ DVD (UNTUK PEMBELIAN DI ATAS 25 DVD) RP. 6000,-/ DVD (UNTUK PEMBELIAN DI BAWAH 25 DVD) Cara Pemesanan : - Tulis Game yang akan dipesan (SMS atau langsung ditempat) - Cantumkan Nama, Alamat Lengkap buat pengiriman paket. Ketentuan : - Garansi 5 hari dari tanggal pembelian.(tidak berlaku untuk game yang gagal instalasi dikarenakan spek komputer yang kurang cukup) - Penggantian DVD garansi akan dikirim pada next order. –TRANSFER VIA BANK BNI GAME UPDATE Per tgl 1 SEPTEMBER 2013 : ACE COMBAT ASSAULT HORIZON 2 DVD (2013) ARMA 3 2 DVD (2013) ASSASINS CREED 3 4 DVD (2013) BATTLEFIELD BAD COMPANY 3 4 DVD BIOSHOCK INFINITE 5 DVD (2013) CALL OF DUTY_Black Ops 2 4 DVD (2013) CALL OF JUAREZ GUNSLINGER 2 DVD (2013) CASTLEVANIA 4 DVD (2013) C.O.H 2 3 DVD (2013) CRYSIS 3 4 DVD (2013) DARK 1 DVD (2013) DARK SIDERS 2 2 DVD (2013) DEAD ISLAND RIPTIDE 2 DVD (2013) DEADPOOL 2 DVD (2013) DEAD SPACE 3 3 DVD (2013) DEVIL MAY CRY 5 3 DVD (2013) DIRT SHOWDOWN 2 DVD (2013) FAR CRY 3 4 DVD (2013) GRID 2 2 DVD (2013) HITMAN ABSOLUT 4 DVD LOST PLANET 3 3 DVD (2013) MARK OF THE NINJA 1 DVD (2013) MASS EFFECT 3 2012 4 DVD METRO LAST LIGHT
    [Show full text]
  • Saints Raw 2 Cheats
    Saints raw 2 cheats Saint's Row 2 cheats, codes, walkthroughs, guides, FAQs and more for Playstation te Ammo​: ​# For Saints Row 2 on the Xbox , GameFAQs has cheat codes and secrets. Unlimited Rockets Beat the Corporate Warfare DLC mission Ultor Family Fun Day to unlock unlimited rockets Ultor Exposed DLC. Xbox Cheats - Saints Row 2: This page contains a list of cheats, codes, Easter eggs, tips, and other secrets for Saints Row 2 for Xbox Get all the inside info, cheats, hacks, codes, walkthroughs for Saints Row 2 on GameSpot. This is a list of all Cheats in Saints Row 2. In Saints Row 2, cheats are activated through the. Saint's Row 2 Cheats - Saints Row 2 Guide, walkthrough, faq, unlockables, cheats, videos. These are all the Saints Row 2 cheats (the game I used to play on my xbox before it got stolen), but anyway. Saints Row 2 Cheat Codes Cheat mode Pause the game, then access the cell phone. Select "Dial", then. Find all our Saints Row 2 Cheats for Xbox Plus great forums, game help and a special question and answer system. All Free. Saints Row 2 is a video game developed by Volition Inc. and released on Xbox View game sales, statistics, release dates, characters, credits, discussion. Cheats, codes, and secrets for Saints Row 2 on the Xbox video game system. A list of achievements is also included within this article. In this guide, I will show you some cheat codes and ways to unlock things in the game Saints Row 2. Be aware that using any cheats will cause.
    [Show full text]
  • 090617-Session-2-Keynote-John-Zuern Safra
    Page 1 of 20 090617-Session-2-Keynote-John-Zuern_Safra Speaker Key: MS: Max Saunders MS: Monica Soeting ID: Isabel Duran JZ: John Zuern F: Female M: Female H: Hannah R: Rosanna J: Julia 00:00:00 MS: Good morning ladies and gentlemen, if we can start this session please, welcome back for the last day of the conference and our final keynote talk. Before we move on to that I just want to invite Monica Soeting and Isabel Duran to say a little bit about the European Journal, so over to Monica. MS: Right, thank you very much, Max. Actually just three things we want to talk about really briefly. Firstly, at the European Journal we’re firefighting, we’d really like to invite you to send us articles based on your papers of this conference, so would you please think about that and contact me if you want to. Thank you very much for that. Now, Isabel’s going to very shortly say something about her next conference. ID: Good morning everyone, I said it on the first day but some of you were not here yet, so just we should announce that IABE 2019 will be hosted by the Complutense University of Madrid, the Department of English Studies where I teach and where I belong. And, well, you know, Madrid is a very nice place to visit, the university has a tube station right in the middle of the campus so it’s approachable and reachable. The hotels are reasonably inexpensive, so it’s, I think, a good place to have a conference.
    [Show full text]