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TEACHERS' RETIREMENT SYSTEM of the STATE of ILLINOIS 2815 West Washington Street I P.O
Teachers’ Retirement System of the State of Illinois Compliance Examination For the Year Ended June 30, 2020 Performed as Special Assistant Auditors for the Auditor General, State of Illinois Teachers’ Retirement System of the State of Illinois Compliance Examination For the Year Ended June 30, 2020 Table of Contents Schedule Page(s) System Officials 1 Management Assertion Letter 2 Compliance Report Summary 3 Independent Accountant’s Report on State Compliance, on Internal Control over Compliance, and on Supplementary Information for State Compliance Purposes 4 Independent Auditors’ Report on Internal Control over Financial Reporting and on Compliance and Other Matters Based on an Audit of Financial Statements Performed in Accordance with Government Auditing Standards 8 Schedule of Findings Current Findings – State Compliance 10 Supplementary Information for State Compliance Purposes Fiscal Schedules and Analysis Schedule of Appropriations, Expenditures and Lapsed Balances 1 13 Comparative Schedules of Net Appropriations, Expenditures and Lapsed Balances 2 15 Comparative Schedule of Revenues and Expenses 3 17 Schedule of Administrative Expenses 4 18 Schedule of Changes in Property and Equipment 5 19 Schedule of Investment Portfolio 6 20 Schedule of Investment Manager and Custodian Fees 7 21 Analysis of Operations (Unaudited) Analysis of Operations (Functions and Planning) 30 Progress in Funding the System 34 Analysis of Significant Variations in Revenues and Expenses 36 Analysis of Significant Variations in Administrative Expenses 37 Analysis -
Vulnerability and Growth in Video Game Narratives 2019
Master's thesis Thomas Fusdahl Vulnerability and Growth in Video Game Narratives 2019 Master's thesis Approaches to Storytelling in Dark Souls 3 and Thomas Fusdahl Hellblade: Senua's Sacrifice NTNU May 2019 Faculty of Humanities Department of Design Norwegian University of Science and Technology Vulnerability and Growth in Video Game Narratives Approaches to Storytelling in Dark Souls 3 and Hellblade: Senua's Sacrifice Thomas Fusdahl Medievitenskap Submission date: May 2019 Supervisor: Sara Brinch Norwegian University of Science and Technology Thomas Fusdahl Vulnerability and Growth in Video Game Narratives Approaches to Storytelling in Dark Souls 3 and Hellblade: Senua's Sacrifice Master’s thesis in Medievitenskap Master’s thesis Master’s Supervisor: Sara Brinch May 2019 NTNU Faculty of Humanities Faculty of Humanities Faculty Norwegian University of Science and Technology of Science University Norwegian Thomas Fusdahl Vulnerability and Growth in Video Game Narratives Approaches to Storytelling in Dark Souls 3 and Hellblade: Senua's Sacrifice Master’s thesis in Medievitenskap Supervisor: Sara Brinch May 2019 Norwegian University of Science and Technology Faculty of Humanities Faculty of Humanities Acknowledgments: After finally finishing I want to thank the people who believed in me when I didn’t. Most of all my parents for both financial and moral support. I couldn’t have done it without you. Additionally, I want to thank my supervisor Sara Brinch for her understanding and support and helping me believe in the project. Lastly, I want to give a shout out to the Easy Allies, an online media outlet that has made it fun to stay engaged in both the culture and business of video games. -
Spec Ops: the Line's Conventional Subversion of the Military Shooter
This may be the author’s version of a work that was submitted/accepted for publication in the following source: Keogh, Brendan (2013) Spec Ops: The line’s conventional subversion of the military shooter. In Sharp, J, Pearce, C, & Kennedy, H (Eds.) Proceedings of DiGRA 2013: DeFragging Game Studies. Digital Games Research Association DiGRA, United States of America, pp. 1-17. This file was downloaded from: https://eprints.qut.edu.au/115527/ c 2013 Authors & Digital Games Research Association DiGRA This work is covered by copyright. Unless the document is being made available under a Creative Commons Licence, you must assume that re-use is limited to personal use and that permission from the copyright owner must be obtained for all other uses. If the docu- ment is available under a Creative Commons License (or other specified license) then refer to the Licence for details of permitted re-use. It is a condition of access that users recog- nise and abide by the legal requirements associated with these rights. If you believe that this work infringes copyright please provide details by email to [email protected] Notice: Please note that this document may not be the Version of Record (i.e. published version) of the work. Author manuscript versions (as Sub- mitted for peer review or as Accepted for publication after peer review) can be identified by an absence of publisher branding and/or typeset appear- ance. If there is any doubt, please refer to the published source. http:// www.digra.org/ digital-library/ publications/ spec-ops-the-lines-conventional-subversion-of-the-military-shooter/ Spec Ops: The Line’s Conventional Subversion of the Military Shooter Brendan Keogh School of Media and Communication RMIT University Melbourne, Australia [email protected] ABSTRACT The contemporary videogame genre of the military shooter, exemplified by blockbuster franchises like Call of Duty and Medal of Honor, is often criticised for its romantic and jingoistic depictions of the modern, high-tech battlefield. -
The Revolutionary Potential of Independent Video Games
THE REVOLUTIONARY POTENTIAL OF INDEPENDENT VIDEO GAMES Delaney McCallum Art, Literature, and Contemporary European Thought Professors Isabelle Alfandary, Marc Crépon, and Michael Loriaux 10 December 2019 1 Introduction The definition of ‘video games’ has been hotly debated and contested since their creation - in this way, they are no different from any other human art form. In his book The Art of Video Games, media scholar Grant Tevinor characterizes video games as “interactive fictions.”1 There are two facets of this definition which require specific understanding. First, the word ‘interactive:’ this means that the audience or player of a video game communicates with a fictive scenario, whether it be a narrative or a form of physical simulation. This could take the form of clicking through web pages with a computer mouse. It could also mean performing a series of actions by pressing buttons on a controller in a certain order. In video games, some sort of transaction or communion with the player and the environment of the game takes place. The second crucial point of this definition is the word ‘fictions.’ Although this word is often used interchangeably with the word ‘narrative’ in modern game literature, there is an important distinction between the two that must be clarified. ‘Fictions’ as a category may include narratives, but this includes other constructions, from flight simulators to the landscapes created with virtual reality technology. For the purposes of this paper, I will be utilizing Tevinor’s definition of video games when I refer to specific examples and the medium as a whole. Another crucial contextualization of ensuing analysis is the interpretation of the difference between what is deemed ‘mainstream’ video games and ‘independent’ video games. -
Maloney Full Thesis
Building an Educational Website Dedicated to the Study of Violent Crime Perpetuated Through Social Media A Master’s Thesis Project Presented to the School of Arts & Sciences State University of New York Polytechnic Institute Utica, NY In Partial Fulfillment of the Requirements for the Master of Science degree Kristen Maloney April 2019 Building an Educational Website Dedicated to the Study of Violent Crime Perpetuated Through Social Media SUNY POLYTECHNIC INSTITUTE DEPARTMENT OF COMMUNICATIONS AND HUMANITIES CERTIFICATE OF APPROVAL Approved and recommended for acceptance as a thesis in partial fulfillment of the requirements for the Degree of Master of Science in Information Design and Technology ___________________________ Date X Dr. Ryan Lizardi First Reader X Ana Jofre Second Reader 2 Building an Educational Website Dedicated to the Study of Violent Crime Perpetuated Through Social Media ABSTRACT Computing technology has taken over every aspect of life, from business to socializing, the world is entirely dependent on the Internet. Social engineering, hacking, and phishing attempts have made protecting private information and finances more complex than ever. As new techniques and equipment are created by the day, law enforcement struggles to keep pace. With the rise of social media, online gaming, and crowdfunding, there are more outlets than ever for criminals to attempt to defraud unsuspecting victims. This study serves to examine what makes cybercrime so attractive, the types of attacks and targets, and the role of law enforcement in investigating crimes; with on how social media networks like Facebook or Twitter have allowed crime to cross into real life. Utilizing this information, I have created an educational website for use in public or academic spaces to make cybersecurity information accessible. -
360Zine Issue 17
FREE! NAVIGATE Issue 16 | March 2008 360Free Magazine For Xbox 360 Gamers.ZineRead it, Print it, Send it to your mates… MASSIVE REVIEW INTERVIEWS! DARK SECTOR ACEYBONGOS Get ready for the glaive! FIRST LOOKS! STREET FIGHTER IV REVIEW! LEGENDARY: REVIEW! PREVIEW! THE BOX RAINBOW ARMY OF TWO LEGO: INDIANA JONES BOURNE SIX: VEGAS 2 Co-op combat! Swashbuckling good fun CONSPIRACY Surefire sequel? CONTROL a NAVIGATE | 02 QUICK FINDER Don’t miss! This month’s top highlights Every game’s just a click away! Street Fighter IV Kung Fu Panda Legendary: Race Driver: GRID The Box Far Cry 2 1942: Joint Strike Lego: Indiana Jones Bourne Conspiracy Alone In The Dark NBA Ballers: Dark Sector We have a trio of new shooters up for review Rainbow Six: Chosen One Rainbow Six: this month with Army of Two, Rainbow Six: Vegas 2 Monster Jam Vegas 2 Vegas 2 and Dark Sector all gunning for a Shoot from the strip Enemy Territory: Army of Two coveted place on your Xbox 360. See how our PAGE 21 Quake Wars XBLA panel of experts have rated them before you lock and load... Dark Sector MORE FREE MAGAZINES! LATEST ISSUES! In addition we have a fistful of new games MASSIVE REVIEW PAGE 18 coming through: headed up by none other than the much awaited Street Fighter IV you can also get the latest on Far Cry 2, Lego: Indiana Jones and Bourne Conspiracy. We also have two great interviews... First up we’ve been Army Of Two talking with Alone In The Dark producer, Nour Bring a buddy PAGE 24 Polloni - see what frighteners await in Central Park on page 15; and last but not least we’ve had a sit down with Community Manager of DON’T MISS ISSUE 18 SUBSCRIBE FOR FREE! Xbox EMEA Graham Boyd (AKA AceyBongos) - you can listen to the full interview on page 29. -
Learning to Kill? Taking Aim with the First-Person Shooter Wayne O'brien Doctorate in Education Centre for Excellence in Me
Learning to Kill? Taking aim with the First-Person Shooter Wayne O’Brien Doctorate in Education Centre for Excellence in Media Practice Bournemouth University October 2020 1 Abstract Wayne O’Brien: Learning to Kill? Taking aim with the First-Person Shooter Academic debates about the ‘effects’ of playing video games have been ongoing for several decades. By investigating the learning potential of first-person shooter games from the Call of Duty franchise this study gives fresh stimulus to the area of video games as tools for facilitating learning. Some games attract the label ‘serious’, replicating pre-existing notions of high culture and popular culture: this thesis rejects this tendency towards canonisation and focuses on how a popular gaming franchise can become the site for a wide range of learning opportunities. This project has undertaken research with three different research cohorts and the ensuing research data enables a claim that the Call of Duty games franchise is a powerful force for learning. Focus groups and interviews have been conducted with a range of participants to discuss their views of how the games may facilitate learning; how gaming metaculture may assist in this process and queries the potential for ideological transference from games to player. A questionnaire was also completed by different participants to cross-check data validity. The research findings all flow in the same direction: playing Call of Duty games is an aid to players learning strategic and tactical thinking skills. This happens through the scaffolding offered in-game, the quantity and range of different feedback points and through engagement with different aspects of gaming metaculture. -
In the Digital Games Medium
Georgia State University ScholarWorks @ Georgia State University Communication Theses Department of Communication 7-15-2009 L337 Soccer Moms: Conceptions of "Hardcore" and "Casual" in the Digital Games Medium Steven Andrew Boyer Follow this and additional works at: https://scholarworks.gsu.edu/communication_theses Recommended Citation Boyer, Steven Andrew, "L337 Soccer Moms: Conceptions of "Hardcore" and "Casual" in the Digital Games Medium." Thesis, Georgia State University, 2009. https://scholarworks.gsu.edu/communication_theses/53 This Thesis is brought to you for free and open access by the Department of Communication at ScholarWorks @ Georgia State University. It has been accepted for inclusion in Communication Theses by an authorized administrator of ScholarWorks @ Georgia State University. For more information, please contact [email protected]. L337 SOCCER MOMS CONCEPTIONS OF “HARDCORE” AND “CASUAL” IN THE DIGITAL GAMES MEDIUM by STEVEN BOYER Under the Direction of Ted Friedman ABSTRACT As digital games have become increasingly significant in the entertainment media landscape, the terms “casual” and “hardcore” have become the primary ways to describe gaming audiences, genres, and gameplay. However, these terms are saturated with outdated stereotypes involving gender, age, and class. Focusing on industrial discourse, this thesis examines this dichotomy, emphasizing areas of discontinuity and overlap to question why these terms have become so ubiquitous in gaming discourse and what functions they fulfill for a variety of groups including the industry, advertisers, and audience members. Ultimately, I suggest that these terms need to be replaced in order to move beyond restrictive stereotypes, proposing a new framework for digital games that takes into consideration user motivation, personal investment, and historical specificity. -
Legality in Cyberspace: an Adversary View
Visit our website for other free publication downloads http://www.StrategicStudiesInstitute.army.mil/ To rate this publication click here. The United States Army War College The United States Army War College educates and develops leaders for service at the strategic level while advancing knowledge in the global application of Landpower. The purpose of the United States Army War College is to produce graduates who are skilled critical thinkers and complex problem solvers. Concurrently, it is our duty to the U.S. Army to also act as a “think factory” for commanders and civilian leaders at the strategic level worldwide and routinely engage in discourse and debate concerning the role of ground forces in achieving national security objectives. The Strategic Studies Institute publishes national security and strategic research and analysis to influence policy debate and bridge the gap between military and academia. The Center for Strategic Leadership and Development CENTER for contributes to the education of world class senior STRATEGIC LEADERSHIP and DEVELOPMENT leaders, develops expert knowledge, and provides U.S. ARMY WAR COLLEGE solutions to strategic Army issues affecting the national security community. The Peacekeeping and Stability Operations Institute provides subject matter expertise, technical review, and writing expertise to agencies that develop stability operations concepts and doctrines. U.S. Army War College The Senior Leader Development and Resiliency program supports the United States Army War College’s lines of SLDR effort -
The Root Mission to Russia, 1917. Alton Earl Ingram Louisiana State University and Agricultural & Mechanical College
Louisiana State University LSU Digital Commons LSU Historical Dissertations and Theses Graduate School 1970 The Root Mission to Russia, 1917. Alton Earl Ingram Louisiana State University and Agricultural & Mechanical College Follow this and additional works at: https://digitalcommons.lsu.edu/gradschool_disstheses Recommended Citation Ingram, Alton Earl, "The Root Mission to Russia, 1917." (1970). LSU Historical Dissertations and Theses. 1786. https://digitalcommons.lsu.edu/gradschool_disstheses/1786 This Dissertation is brought to you for free and open access by the Graduate School at LSU Digital Commons. It has been accepted for inclusion in LSU Historical Dissertations and Theses by an authorized administrator of LSU Digital Commons. For more information, please contact [email protected]. 71-3418 } INGRAM, Alton Earl, 1934- THE ROOT MISSION TO RUSSIA, 1917. [ [I' The Louisiana State University and Agricultural and Mechanical College, Ph.D., 1970 History, modern University Microfilms, Inc., Ann Arbor, Michigan !■ i I ■ 1 ■■ ■■ ■■ !■ ■■ !■■■■! ■' ....... THIS DISSERTATION HAS BEEN MICROFILMED EXACTLY AS RECEIVED THE ROOT MISSION TO RUSSIA 1917 A Dissertation Submitted to the Graduate Faculty of the Louisiana State University and Agricultural and Mechanical College in partial fulfillment of the requirements for the degree of Doctor of Philosophy in The Department of History by Alton Earl Ingram B.A., Northeast Louisiana State College, 1958 M.A., Louisiana State University, 1961 May, 1970 ACKNOWLEDGMENTS The author wishes to thank his faculty advisor, professor Burl Noggle, for his assistance during the preparation of this dissertation and his wife, Mimi, who has given unlimited assistance, encouragement, and under standing throughout the entire course of his graduate program. TABLE OP CONTENTS Page ACKNOWLEDGMENTS...................................... -
Crisis in Russian Studies? Nationalism (Imperialism), Racism and War
Crisis in Russian Studies? Nationalism (Imperialism), Racism and War TARAS KUZIO This e-book is provided without charge via free download by E-International Relations (www.E-IR.info). It is not permitted to be sold in electronic format under any circumstances. If you enjoy our free e-books, please consider leaving a small donation to allow us to continue investing in open access publications: http://www.e-ir.info/about/donate/ i Crisis in Russian Studies? Nationalism (Imperialism), Racism and War TARAS KUZIO ii E-International Relations www.E-IR.info Bristol, England 2020 ISBN 978-1-910814-55-0 This book is published under a Creative Commons CC BY-NC 4.0 license. You are free to: • Share — copy and redistribute the material in any medium or format • Adapt — remix, transform, and build upon the material Under the following terms: • Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. • NonCommercial — You may not use the material for commercial purposes. Any of the above conditions can be waived if you get permission. Please contact [email protected] for any such enquiries, including for licensing and translation requests. Other than the terms noted above, there are no restrictions placed on the use and dissemination of this book for student learning materials/scholarly use. Production: Michael Tang Cover Image: Triff/Shutterstock A catalogue record for this book is available from the British Library. -
Edited by Torill Elvira Mortensen, Jonas Linderoth, and Ashley ML
Downloaded by [New York University] at 13:04 01 October 2016 The Dark Side of Game Play “This book is a richly diverse examination of the ways that games situate players in their perpetration of unconscionable and transgressive virtual acts. The essays in this collection are in different ways sensitive to the medial and cultural context of games and the means by which ludic context and attitudinal frames transform players’ relationships to such acts. The book broadens our understanding of the complex and easily misinterpreted pleasures that games offer and engage us in.” —Tanya Krzywinska, Falmouth University, UK Games allow players to experiment and play with subject positions, values, and moral choice. In game worlds, players can take on the role of antagonists. They allow us to play with behaviour that would be offensive, illegal, or immoral if it happened outside the game sphere. While contemporary games have always handled certain problem- atic topics such as war, disasters, human decay, post-apocalyptic futures, cruelty, and betrayal, lately even the most playful of genres are introducing situations in which players are presented with difficult ethical and moral dilemmas. This volume is an investigation of dark play in video games or game play with controversial themes, as well as controversial play behaviour. It covers such questions as: Why do some games stir up political controversies? How do games invite or even push players towards dark play through their design? Where are the boundaries for what can be presented in a game? Are these boundaries different from other media such as film and books, and if so, why? What is the allure of dark play and why do players engage in these practices? Torill Elvira Mortensen is Associate Professor at the IT University of Copenhagen.