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Deus Ex Mankind Divided Pc Requirements
Deus Ex Mankind Divided Pc Requirements rejoicingsDavy Aryanizes her cyders menially? derogatorily. Effete Mel Upgrade still catholicizes: and moory mealy-mouthed Filipe syntonise and his sincereislets lettings Alvin winkkvetches quite unsteadfastly. increasingly but Share site to us a mad little christmas present in deus ex mankind divided pc requirements? We have been cancelled after the year in language and detail to all the mankind divided pc requirements details that! The highest possible by the last thing. Deus Ex: Mankind Divided PC System Requirements got officially revealed by Eidos Montreal. Pc requirements got you navigate through most frames is deus ex mankind divided pc requirements though as mankind divided pc as preload times across all. For some interesting specs for deus ex mankind divided pc requirements for a bachelor of the latest aesthetically pleasing indie game went back to be set up to go inside. All things about video? The pc errors and other graphics look for our heap library games have you should not. Has grown to deus ex mankind divided pc requirements for deus ex mankind divided system requirements though as they need the! This email and requirements to deus ex mankind divided pc requirements do. Get the ex: people and climb onto the deus ex mankind divided pc requirements for players from the! Please provide relevant advertising. Explore and then you go beyond that was, and listen series. Our sincere congratulations to pc requirements lab is deus ex mankind divided pc requirements only with new ones mentioned before you? Disable any other intensive applications that may be running in background. -
The Otaku Phenomenon : Pop Culture, Fandom, and Religiosity in Contemporary Japan
University of Louisville ThinkIR: The University of Louisville's Institutional Repository Electronic Theses and Dissertations 12-2017 The otaku phenomenon : pop culture, fandom, and religiosity in contemporary Japan. Kendra Nicole Sheehan University of Louisville Follow this and additional works at: https://ir.library.louisville.edu/etd Part of the Comparative Methodologies and Theories Commons, Japanese Studies Commons, and the Other Religion Commons Recommended Citation Sheehan, Kendra Nicole, "The otaku phenomenon : pop culture, fandom, and religiosity in contemporary Japan." (2017). Electronic Theses and Dissertations. Paper 2850. https://doi.org/10.18297/etd/2850 This Doctoral Dissertation is brought to you for free and open access by ThinkIR: The University of Louisville's Institutional Repository. It has been accepted for inclusion in Electronic Theses and Dissertations by an authorized administrator of ThinkIR: The University of Louisville's Institutional Repository. This title appears here courtesy of the author, who has retained all other copyrights. For more information, please contact [email protected]. THE OTAKU PHENOMENON: POP CULTURE, FANDOM, AND RELIGIOSITY IN CONTEMPORARY JAPAN By Kendra Nicole Sheehan B.A., University of Louisville, 2010 M.A., University of Louisville, 2012 A Dissertation Submitted to the Faculty of the College of Arts and Sciences of the University of Louisville in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy in Humanities Department of Humanities University of Louisville Louisville, Kentucky December 2017 Copyright 2017 by Kendra Nicole Sheehan All rights reserved THE OTAKU PHENOMENON: POP CULTURE, FANDOM, AND RELIGIOSITY IN CONTEMPORARY JAPAN By Kendra Nicole Sheehan B.A., University of Louisville, 2010 M.A., University of Louisville, 2012 A Dissertation Approved on November 17, 2017 by the following Dissertation Committee: __________________________________ Dr. -
JAPAN—Books and Websites
JAPAN—Books and Websites BUSINESS The Mind Of The Strategist: The Art of Japanese Business by Kenichi Ohmae Japanese Business Culture and Practices: A Guide to Twenty-First Century Japanese Business by John Alston (Author), Isao Takei The Japanese Economy By David Plath The Japanese Economy: Then, Now, and Beyond by Mitsuru Taniuchi http://www.japanintercultural.com/en/blogs/default.aspx http://www.japaninc.com/japan-inc-blog http://www.kwintessential.co.uk/resources/global-etiquette/japan-country- profiles.html http://www.economist.com/topics/japanese-economy http://www.tradegood.com/en/insights/viewpoints/japans-economy-in-2014-bear-or- bull.html http://www.theodora.com/wfbcurrent/japan/japan_economy.html 2 NEWS http://www.japantimes.co.jp/ http://ajw.asahi.com/?ref=asacom http://mainichi.jp/english/ http://asia.nikkei.com/ (business news) HISTORY A History of Japan by R. H. P. Mason , J. G. Caiger A History of the Japanese People From the Earliest Times to the End of the Meiji Era By F. (Frank) Brinkley (Author), Dairoku Kikuchi (Author) A Brief History of Japanese Civilization by Conrad Schirokauer , David Lurie, Suzanne Gay http://www.japan-101.com/history/ http://japanesehistory.info/ http://people.cohums.ohio- state.edu/bender4/eall131/EAHReadings/module02/m02japanese.html 3 CULTURE Etiquette Guide to Japan: Know the Rules that Make the Difference! by Boye Lafayette De Ment The Japanese Mind: Understanding Contemporary Japanese Culture by Roger J. Davies (Author), Osamu Ikeno (Author) http://www.japanese-buddhism.com/japanese-religion.html -
From the Japanese Traditional Edo Culture to Anime and Manga Takuji
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Kwansei Gakuin University Repository 1 Kwansei Gakuin University Social Sciences Review Vol.19, 2014 Nishinomiya, Japan Roots of Cool Japan: From the Japanese Traditional Edo Culture to Anime and Manga Takuji OKUNO Japan’s transition from making things to making tales Japanese popular culture, known as “Cool Japan,” includes animations, comics, video games, figures, and J-pops that are highly acclaimed in Europe and the United States as well as throughout Asia. From the 1970s to the 1980s, Japan gained confidence in its ability to “make things” because consumers around the world embraced its manufactured products such as electric home appliances and automobiles with open arms in preference to the products of other advanced countries. However, at the beginning of the Heisei era, the bubble in the Japanese economy suddenly burst and Japan’s gross national product (GNP) plummeted, resulting in what is termed “the burst of economic bubble of 1990.” Relatively cheaper manufactured products from other Asian countries gained precedence over Japanese products. In response, many Japanese manufacturers moved their production plants to other Asian countries, particularly settling in mainland China, where labor costs were lower than in Japan. The recession was protracted and the Japanese people suffered from a sense low confidence in their abilities to overcome the recession. By the late 1990s, Prime Ministers Mori and, subsequently, Koizumi responded to Japanese political leader Heizo Takenaka’s advocacy of an information technology (IT) revolution in Japan as a way to beat the recession. -
Using Data Analytics to Grow Online Revenue and Reduce Fraud Effective Business Intelligence
If you have the humility to listen to what the data is really telling you, rather than look for data to support your assumptions, you will find opportunities that you wouldn’t have expected. Simon Protheroe, Square Enix Case Study / Using Data Analytics to Grow Online Revenue and Reduce Fraud Effective Business Intelligence With well-known franchises such as Final Fantasy, Lara Croft, Hitman and Deus Ex, Square Enix is one of the world’s largest video game companies. As it adapts to changes in its industry, it found that the large volumes of data it generates presents both challenges and big opportunities. To analyze its payments data, the company turned to Elevate, the business intelligence solution from Ingenico ePayments, with impressive results… 1 INTRODUCTION A big transition has taken place in the gaming industry over business model, making a relatively small number of very the last few years, forcing game developers and publishers large deals - selling tens of thousands of boxed copies such as Square Enix to review and adapt their business into a small number of retail partners - the company model. Historically a Business-to-Business company, Square increasingly sells directly to millions of gamers around Enix would sell large volumes of boxed games into a the world through digital distribution and small, in- network of channel partners such as electronics stores, toy game purchases. This new model means the company stores and specialty gaming retailers. The moment a game now generates enormous amounts of live data about was sold and shipped out of its warehouse, the company the performance of its games, from in-game behavior to no longer had much visibility or detailed analytics about its purchasing habits. -
Cool Japan Strategy
Cool Japan Strategy January 2012 Creative Industries Division Ministry of Economy, Trade and Industry The Japanese economy—status and issues: Population decline and decreased growth potential Japan’s nominal GDP decreased by 55 trillion yen over the three years from 2008 to 2011. Japan's real economic growth rate fell to 1% and below during the 2000s. In the future, the declining population of productive age is expected to lower growth potential. 55 trillion yen decrease ○ Nominal GDP (annualized), January–March 2008: 517 trillion yen in nominal GDP in ○ Nominal GDP (annualized) April–June 2011: 462 trillion yen three years Past and projected change in Japan's population of Past and projected economic growth rates productive age (10,000 persons) 00~–1414 population歳人口 1515–~6464 population歳人口 6565 歳以上人口and older population (Change(年度平均変化率:%) in average annual rate: %) Impact就業者数の変化の影響 on number of persons employed 14,000 Productivity生産性(就業者一人当たり実質 (real GDP per employed person)GDP )成長率growth rate 13,000 4.5 Real実質 GDPGDP growth成長率 rate 12,000 2,941 4.0 1.2 11,000 10,000 3.0 9,000 8,000 2.0 3,764 1.5 7,000 3.3 0.7 0.4 0.3 0.5 1.0 6,000 8,128 1.0 1.0 1.0 1.0 5,000 0.0 4,000 4,930 -0.3 -0.6 -0.7 3,000 -1.0 2,000 19801980s年代 19901990s年代 20002000s年代 20102010s年代 20202020s年代 (fiscal(年度) years) 1,000 1,648 821 0 Note: Labor force participation rates by sex and age are assumed to remain level from 2009. -
Le Jeu Vidéo Sur Youtube : Historique De La Captation Et De La Diffusion Du Jeu Vidéo
Université de Montréal Le jeu vidéo sur YouTube : historique de la captation et de la diffusion du jeu vidéo par Francis Lavigne Département d’histoire de l’art et d’études cinématographiques Faculté des arts et des sciences Mémoire présenté en vue de l’obtention du grade de M.A. en études cinématographiques option études du jeu vidéo Août 2017 © Francis Lavigne, 2017 Résumé Ce mémoire s’intéresse à la captation audiovisuelle et aux pratiques de commentaires sur le jeu vidéo. Tout d’abord, nous remettons en contexte l’émergence de ce type de production à l’aide d’une analyse historique de divers formats de diffusion (à la télévision, à l’aide de vidéocassettes, dans les suppléments de magazines et sur Internet). Ensuite, nous détaillons les limites et affordances de la plateforme participative YouTube. Puis, nous rattachons les commentaires de jeux vidéo aux concepts de boniment, de performance et de double performance. Enfin, nous analysons quatre genres de vidéos présents sur YouTube : les machinimas, les speedruns, les longplays et les let’s plays. Mots-clés Jeu vidéo, machinima, longplay, let’s play, speedrun, YouTube, boniment, commentaire, double performance i Abstract This research is aimed to understand the audiovisual recording and commentary practices of video games. First of all, we do a contextualisation of these types of production through a historical analysis of the way theses videos were diffused (from televised shows, to VHS, magazines’ bonuses, and on the Internet). After, we detail the limits and affordances of the YouTube sharing platform. Then, we create links between the commentary of video game and the concepts of film lecturer, performance and double performance. -
DXHR-DC PC MAN EN.Pdf
IMPORTANT HEALTH WARNING ABOUT PLAYING VIDEO GAMES CONTENTS Photosensitive seizures A very small percentage of people may experience a seizure when exposed Dual Screen ............................................2 Media Log Tab......................................9 to certain visual images, including fl ashing lights or patterns that may Welcome to Deus Ex: Human Revolution - Pause Menu ............................................9 appear in video games. Even people who have no history of seizures or epilepsy may have an undiagnosed condition that can cause these Director’s Cut ........................................3 Augmentations ......................................10 “photosensitive epileptic seizures” while watching video games. Game Controls ........................................4 XP and Leveling Up ...............................10 These seizures may have a variety of symptoms, including Main Menu ..............................................5 Combat .................................................10 lightheadedness, altered vision, eye or face twitching, jerking or shaking of Continue .............................................5 Stealth .................................................11 arms or legs, disorientation, confusion, or momentary loss of awareness. New Game ..........................................5 Hiding Bodies ....................................11 Seizures may also cause loss of consciousness or convulsions that can lead to injury from falling down or striking nearby objects. New Game + .......................................5 -
1 the Cool Japan Project and the Globalization of Anime
THE COOL JAPAN PROJECT AND THE GLOBALIZATION OF ANIME AND MANGA IN THE UNITED STATES by Joshua Michael Draper Honors Thesis Appalachian State University Submitted to the Department of Cultural, Gender, and Global Studies and The Honors College in partial fulfillment of the requirements for the degree of Bachelor of Arts May, 2015 Approved by: Wei Xie, Ph.D., Thesis Director Alexandra Sterling-Hellenbrand, Ph.D., Second Reader Jeanne Dubino, Ph.D., Department Honors Director Leslie Sargent Jones, Ph.D., Director, The Honors College 1 The Cool Japan Project and the Globalization of Anime and Manga in the United States Abstract: This research paper will primarily discuss the impact that Japanese animation and manga have had on American popular culture and the subsequent cult following they developed. It will discuss what distinguishes Japanese animation from Western animation, how Japanese animation initially gained popularity among American audiences, and how it has subsequently impacted American popular culture. This paper will also focus on the subculture of otaku, a group of people known for their devoted following to Japanese animation and comic books. The purpose of this paper is to discuss the relative popularity of Japanese animation and manga amongst American audiences as an example of globalization impacting the United States from another country. Keywords: anime, manga, soft power, Cool Japan, globalization 2 Introduction During the 1980s and 1990s, Japanese animation and comic books began coming overseas to the United States, where it soon gained popularity amongst a sizeable number of young Americans. Recognizing the economic potential of Japanese popular culture, in 2002, Douglas McGray, writing for Foreign Policy, wrote an article titled “Japan’s Gross National Cool”, highlighting Japan’s potential to be a global “soft power”, or a country that promotes itself through its cultural influence rather than by economic and military force. -
Video Games, Fair Use and the Internet: the Plight of the Let’S Play
VIDEO GAMES, FAIR USE AND THE INTERNET: THE PLIGHT OF THE LET’S PLAY Ivan O. Taylor Jr. TABLE OF CONTENTS Introduction .................................................................................................... 248 I. Background ......................................................................................... 249 A. Fighting for Rights ...................................................................... 249 B. Start of a Hobby........................................................................... 251 II. The Law as We Know It ..................................................................... 252 A. Copyright Law and its Expansion ............................................... 252 B. A Helpful Explanation ................................................................. 254 III. Fair Use and Companies ..................................................................... 257 A. Midway v. Publications International .......................................... 257 B. Sony v. Connectix ....................................................................... 257 C. Sony v. Bleem ............................................................................. 258 IV. Applying Fair Use to Let’s Plays ........................................................ 259 A. Resident Evil 5 (Co-Op) .............................................................. 260 1. Purpose and Character of Use ............................................... 260 2. Nature of Copyrighted Work ................................................. 260 3. Amount -
Creating a Cool Japan: Nationalism in 21St Century Japanese Animation and Manga
Creating a Cool Japan: Nationalism in 21st Century Japanese Animation and Manga Majesty Kayla Zander Submitted in Partial Fulfillment of the Prerequisite for Honors in Japanese Language and Culture under the advisement of Robert Goree May 2021 © 2021 Majesty Zander 1 Table of Contents Table of Contents ...........................................................................................................................1 Acknowledgements ........................................................................................................................2 Introduction ....................................................................................................................................3 Chapter 1: Cool Japan...................................................................................................................8 Cool Japan and Nationalism ..................................................................................................................... 8 Cool Japan and Anime ............................................................................................................................ 16 Conclusion .............................................................................................................................................. 19 Chapter 2: Clean Japan ..............................................................................................................22 Clean Japan and Nihonjinron ................................................................................................................. -
Alphabetical Order (Created & Managed by Manyfist)
Jump List • Alphabetical Order (Created & Managed by Manyfist) 1. 007 2. 80’s Action Movie 3. A Certain Magical Index 4. A Song of Fire & Ice 5. Ace Attorney 6. Ace Combat 7. Adventure Time 8. Age of Empires III 9. Age of Ice 10. Age of Mythology 11. Aion 12. Akagi 13. Alan Wake 14. Alice: Through the Looking Glass 15. Alice's Adventures in Wonderland 16. Alien 17. Alpha Centauri 18. Alpha Protocol 19. Animal Crossing 20. Animorphs 21. Anno 2070 22. Aquaria 23. Ar Tonelico 24. Archer 25. Aria 26. Armored Core 27. Assassin’s Creed 28. Assassination Classroom 29. Asura’s Crying 30. Asura’s Wrath 31. Austin Powers 32. Avatar the Last Airbender 33. Avatar the Legend of Korra 34. Avernum! 35. Babylon 5 36. Banjo Kazooie 37. Banner Saga 38. Barkley’s Shut & Jam Gaiden 39. Bastion 40. Battlestar Galactica 41. Battletech 42. Bayonetta 43. Berserk 44. BeyBlade 45. Big O 46. Binbougami 47. BIOMEGA 48. Bionicle 49. Bioshock 50. Bioshock Infinite 51. Black Bullet 52. Black Lagoon 53. BlazBlue 54. Bleach 55. Bloodborne 56. Bloody Roar 57. Bomberman 64 58. Bomberman 64 Second Attack 59. Borderlands 60. Bravely Default 61. Bubblegum Crisis 2032 62. Buffy The Vampire Slayer 63. Buso Renkin 64. Cardcaptor Sakura 65. Cardfight! Vanguard 66. Career Model 67. Carnival Phantasm 68. Carnivores 69. Castlevania 70. CATstrophe 71. Cave Story 72. Changeling the Lost 73. Chroma Squad 74. Chronicles of Narnia 75. City of Heroes 76. Civilization 77. Claymore 78. Code Geass 79. Codex Alera 80. Command & Conquer 81. Commoragth 82.