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Examining Female Gamers' Perceptions and Attitudes of Behaviors in the Gaming Community
Running head: FEMALE GAMERS AND SEXUAL HARASSMENT 1 Examining Female Gamers’ Perceptions and Attitudes of Behaviors in the Gaming Community Michele Desirée Evanson Marietta College A Thesis Submitted to the Faculty of Marietta College Psychology Department In Partial Fulfillment of the Requirements for the Degree of Master of Arts in Psychology May 2017 FEMALE GAMERS AND SEXUAL HARASSMENT 2 FEMALE GAMERS AND SEXUAL HARASSMENT 3 Abstract In recent years video games have grown into a mainstream pastime. The internet and use of social media have made it easier for gamers to interact, and have made communications open to the public. Recent public displays of harassment have led to discussions of sexism in gaming culture. Gaming is generally considered a male dominated culture, and previous research on the impact of video games on problematic behavior predominantly focused on males. We now know female gamers are a prominent demographic (ESA, 2015; Stuart, 2014), and since they are often the target of sexual harassment it is important to examine their perspective of these behaviors. This study surveyed female gamers in order to identify their general attitudes towards and perceptions of sexual harassment. Similarly to previous research, attitudes and perceptions of sexual harassment were negatively related; greater tolerance towards sexual harassment led to identifying fewer behaviors as sexual harassment. The hypothesis that participants who predominantly played Mature rated games would lead to more tolerant attitudes of sexual harassment was not upheld. Exploratory analysis found that the role-playing and sports genres were significantly related to general sexual harassment attitudes. Interest in the sports genre was positively related to tolerant attitudes of sexual harassment. -
The World in an Amusement Arcade!
contents Founded in 2005 4th year Issue 28 March 2008 Editing AMUSEMENT TIME VIA A.CRISTIANO 4 80028 GRUMO NEVANO (NA) ITALY Editor in chief Dott.ENRICO D’ANIELLO Publisher PHANTASMATA GROUP Advertising, Marketing & Communication [email protected] Contact & News [email protected] Pag.4 Subscripton Sending a free request to [email protected] Amusement NEWS Subscribed Readers : 29.651 Supplement to registration N°59 del 30 Settembre 2005 del Tribunale di Napoli. From world All rights reserved. Reproduction in whole or in part without permission of the publisher is prohibited. Amusement Time © 2008 Pag.29 amusement events Amusement news from world Soundnet - Formerly Known As DT Productions DT Productions will from now on be known exclusively as Soundnet. Soundnet was previously the name used solely for the division of DT Productions that dealt with the digital jukebox industry. However, the name will now cover all the company's business supplying audio and audio/visual content to pubs, bars, shops and clubs. Soundnet sums up the business activity of the company and with a number of new audio, video and karaoke products set for release in 2008 it makes sense to standardise the business into only one brand for recognition purposes. Soundnet specialises in bespoke music and video compilations that capture a brand's unique personality. From mainstream pop to hardcore rock, every programme is carefully compiled from the exclusive library of 50,000 audio titles, 30,000 video titles and 5,000 karaoke tracks. The programming department sources all the content directly from the record labels at the same time as it is dispatched to radio and TV. -
Penny Arcade: Volume 8: Magical Kids in Danger PDF Book
PENNY ARCADE: VOLUME 8: MAGICAL KIDS IN DANGER PDF, EPUB, EBOOK Mike Krahulik,Jerry Holkins | 112 pages | 11 Sep 2012 | Oni Press,US | 9781620100066 | English | Portland, United States Penny Arcade: Volume 8: Magical Kids in Danger PDF Book The wares of the poor little match girl illuminate her cold world, bringing some beauty to her brief, tragic life. He has a fascination with unicorns , a secret love of Barbies , is a dedicated fan of Spider-Man and Star Wars , and has proclaimed " Jessie's Girl " to be the greatest song of all time. Thompson proceeded to phone Krahulik, as related by Holkins in the corresponding news post. The transformation of humanity through nano… More. PC Gamer. Jul 09, Kevin Gentilcore rated it really liked it. Anyway, people probably already know whether or not they like Penny Arcade. Retrieved March 23, Retrieved May 10, Unless you are a major geek like me, you have no idea what Penny Arcade is. Entertainment Weekly. Retrieved July 26, Retrieved May 9, The comics are from , the commentary from , and both are reflecting an industry that moves rapidly, so both are often unintentionally humorous just in regards to how things have fallen out since. To see what your friends thought of this book, please sign up. He has just enough fuel to reach the planet—then he finds that he has a sto… More. Some of these works have been included with the distribution of the game, and others have appeared on pre-launch official websites. Good collection, quick read. Published September 11th by Oni Press first published August 29th Want to Read Currently Reading Read. -
The Life and Times of Penny Arcade. Matthew Hes Ridan Ames Louisiana State University and Agricultural & Mechanical College
Louisiana State University LSU Digital Commons LSU Historical Dissertations and Theses Graduate School 1996 "I Am Contemporary!": The Life and Times of Penny Arcade. Matthew heS ridan Ames Louisiana State University and Agricultural & Mechanical College Follow this and additional works at: https://digitalcommons.lsu.edu/gradschool_disstheses Recommended Citation Ames, Matthew Sheridan, ""I Am Contemporary!": The Life and Times of Penny Arcade." (1996). LSU Historical Dissertations and Theses. 6150. https://digitalcommons.lsu.edu/gradschool_disstheses/6150 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]. INFORMATION TO USERS This manuscript has been reproduced from the microfilm master. UMI films the text directly from the original or copy submitted. Thus, some thesis and dissertation copies are in typewriter face, while others may be from any type of computer printer. The quality of this reproduction is dependent upon the quality of the copy submitted. Broken or indistinct print, colored or poor quality illustrations and photographs, print bleedthrough, substandard margins, and improper alignment can adversely affect reproduction. In the unlikely event that the author did not send UMI a complete manuscript and there are missing pages, these will be noted. Also, if unauthorized copyright material had to be removed, a note will indicate the deletion. Oversize materials (e.g., maps, drawings, charts) are reproduced by sectioning the original, beginning at the upper left-hand comer and continuing from left to right in equal sections with small overlaps. -
What We Want to See at PAX This Weekend Page 1 of 4 Each Year, PAX Provides the Largest Dedicated Gaming Expos, Catering to Tens of Thousands of Game Fans Every Year
By Amy L. Dickson It’s nearly Labor Day, a long weekend that, along with Memorial Day, bookends the summer months here in the Pacific Northwest. And while some of you readers will head out to the mountains for a last minute camping trip, or over to Seattle Center to catch some live music and comedy at Bumbershoot, we are gearing up for the gaming user experience event of the year: The Penny Arcade Expo. Started in 2004 here in Seattle, PAX is a conference all about gaming. With more events added © BLINK INTERACTIVE, INC. | What We Want to See at PAX This Weekend Page 1 of 4 each year, PAX provides the largest dedicated gaming expos, catering to tens of thousands of game fans every year. PAX Prime will showcase new tech, live gaming, a handheld lounge, tabletop games, PC gaming, panels, concerts, and parties. And Blink will be there. Large crowds and awesome props at a recent PAX event Blinkers Jessica and Brian are both hitting the show over the weekend. Here’s what they are most excited to learn, see, and try: “I’m super excited about attending PAX Prime in Seattle this weekend. It’s my first time going and I can’t wait to see all the upcoming games in the game booths. The thing I am most excited about is getting to try out the Oculus Rift. The last time I tried virtual reality was at Disney Quest in Chicago over a decade ago, and I’m really interested in seeing how far the virtual reality experience has come since then. -
Penny Arcade Volume 3: the Warsun Prophecies by Jerry Holkins for Online Ebook
Penny Arcade Volume 3: The Warsun Prophecies Jerry Holkins Click here if your download doesn"t start automatically Penny Arcade Volume 3: The Warsun Prophecies Jerry Holkins Penny Arcade Volume 3: The Warsun Prophecies Jerry Holkins So it was written, so it shall be. The coming foretold, sealed into the hands of fate by the lips of the prophets from another time. The mystery is revealed and the great plan will now come to its fruition! Its number shall be three. From the far horizons, across the deepest reaches of the ethereal gulf, the thunderous echo of its name shall be heard! PENNY ARCADE! Penny Arcade, the most powerful webcomic in the universe, returns! The third volume of this cultural and supernatural phenomenon, The Warsun Prophecies, brings you every Penny Arcade strip published online in 2002 A.D., encased with the dark secrets of the mad prophets known as Gabe and Tycho. Behold! It has been foretold! Download Penny Arcade Volume 3: The Warsun Prophecies ...pdf Read Online Penny Arcade Volume 3: The Warsun Prophecies ...pdf Download and Read Free Online Penny Arcade Volume 3: The Warsun Prophecies Jerry Holkins From reader reviews: James Lapham: Inside other case, little folks like to read book Penny Arcade Volume 3: The Warsun Prophecies. You can choose the best book if you appreciate reading a book. Provided that we know about how is important a new book Penny Arcade Volume 3: The Warsun Prophecies. You can add know-how and of course you can around the world by just a book. Absolutely right, since from book you can understand everything! From your country right up until foreign or abroad you can be known. -
ABSTRACT This Paper Offers a Social History of Funfairs and Arcades In
ABSTRACT This paper offers a social history of funfairs and arcades in mid-20th century urban England. Critiquing existing histories of games for often neglecting players and the specific locales in which games are played, it draws on both new cinema history and cultural studies’ conception of ‘radical contextualism’ to outline what the paper describes as a game’s ludosity. Ludosity, the paper proposes, condition or quality of game experience as shaped by a range of agents, institutions and contexts. Utilising mass observation records, it offers a detailed analysis of the ways in which social interactions influenced ludic experiences of pinball tables and crane machines and posits that games history needs to centre players in order to fully conceptualize games in history. KEYWORDS Games history; social history; arcades; pinball; cultural studies. INTRODUCTION Fun fairs and amusement arcades mushroomed in England’s cities during the 1930s and 40s, to the extent that The Guardian described a ‘fun fair craze’ (‘The Fun Fair Craze’, 1938, p.8). The Daily Mail, the mouthpiece of middle-England, breathlessly portrayed the sights and sounds of these new spaces: Click, click, click! The ball runs down the table, bounces against springs, falls into a slot, is shot back again. Bells ring. Lights appears. On a picturesque background figures dance to the evolutions of a rising score . A crowd gathers round, for the games as fascinating to watch as to play. (Crofton, 1939, p.10) In blending the mechanical and electrical systems with the social experiences specific to the English urban milieus, this description hints at the overarching and interconnected arguments 1 presented in this paper. -
Bird's Eye View
DETERMINATION Bird’s eye view SEGA SAMMY Group in the Entertainment Industry Billions of yen Billions of yen % Net Sales 1 Operating Income 1 Operating Margin 1 Nintendo 1,434.3 Nintendo 356.5 SANKYO 25.0 SEGA SAMMY 384.6 SANKYO 55.7 Nintendo 24.9 NAMCO BANDAI 378.5 SEGA SAMMY 36.7 SQUARE ENIX 14.7 KONAMI 262.1 SQUARE ENIX 28.2 SEGA SAMMY 9.5 SANKYO 222.6 KONAMI 18.6 CAPCOM 8.4 SQUARE ENIX 192.2 CAPCOM 5.5 KONAMI 7.1 CAPCOM 66.8 Heiwa 3.7 Heiwa 5.9 Heiwa 63.3 NAMCO BANDAI 1.8 NAMCO BANDAI 0.5 % % Billions of yen ROE 1 ROA 1, 2 Market Capitalization 4 Nintendo 17.7 Nintendo 20.4 Nintendo 4,434.2 Heiwa 13.0 SANKYO 12.4 SANKYO 451.3 SANKYO 9.1 SQUARE ENIX 11.5 SEGA SAMMY 320.6 SEGA SAMMY 8.8 Heiwa 9.1 KONAMI 258.7 KONAMI 7.3 SEGA SAMMY 8.5 SQUARE ENIX 235.8 SQUARE ENIX 6.3 CAPCOM 5.7 NAMCO BANDAI 227.7 CAPCOM 3.8 KONAMI 3 5.7 CAPCOM 119.5 NAMCO BANDAI –12.4 NAMCO BANDAI 0.6 Heiwa 95.9 % % Billions of yen Share of Pachinko Machine Unit Sales 5 Share of Pachislot Machine Unit Sales 5 Amusement Machine Unit Sales 1 Company S 18.0 SEGA SAMMY 21.3 SEGA SAMMY 45.1 Company S 17.2 Company S 13.6 NAMCO BANDAI 44.0 Company K 12.8 Company U 13.1 KONAMI 32.8 Company N 11.9 Company Y 9.5 CAPCOM 2.2 SEGA SAMMY 10.8 Company K 7.8 Company H 5.1 Company H 5.7 Company D 5.0 Company D 4.6 Company F 4.7 Company A 3.9 Billions of yen Millions of units Amusement Center Operation Sales 1 Unit Sales of Home Video Game Software (Global) ROUND ONE 82.1 SEGA SAMMY 26.7 NAMCO BANDAI 65.3 SQUARE ENIX 26.6 SEGA SAMMY 54.7 NAMCO BANDAI 22.7 SQUARE ENIX 6 52.2 KONAMI 20.2 AEON Fantasy 43.7 CAPCOM 12.5 ADORES 7 19.5 TECMO KOEI 5.7 CAPCOM 11.9 TECMO KOEI 3.3 Note: The above is intended to give an idea of the Group’s position in the industry and only covers companies for which information can be obtained from published documents, such as listed companies or over-the-counter (OTC) companies. -
A Rundown of What's Going on with Penny Arcade
12/27/2014 A Rundown of What’s Going on with Penny Arcade Now | A Rundown of What’s Going on with Penny Arcade Now Posted on June 20, 2013 by Tami Baribeau It hasn’t been that long since the last time Penny Arcade did something that cast the company in a negative light, but here we are again with another fiasco that’s been making its way around Twitter today. I thought it would be helpful to do a quick rundown of the events from today to make everyone aware of the situation and help answer some questions about why you might want to rethink supporting Penny Arcade, PAX, or anything affiliated with that organization. It all started today when this panel was posted from PAX Australia, titled “Why So Serious? Has the Industry Forgotten That Games Are Supposed to Be Fun?”. The original screencap of the description is below. “Why does the game industry garner such scrutiny from outside sources and within? Every point aberration gets called into question, reviewers are constantly criticised and developers and publishers professionally and personally attacked. Any titillation gets called out as sexist or misogynistic and involve any antagonist race other than Anglo-Saxons and you’re a racist. It’s gone too far and when will it all end? How can we get off the soapbox and work together to bring a new constructive age into fruition?” There is so much wrong with this panel description that I don’t even know where to begin. The idea that games as a medium are exempt from criticism because they’re “supposed to be fun” is ridiculous and immature. -
DIGITAL GAMING and the MEDIA PLAYGROUND Video Games As a Form of Story
Chapter 3 DIGITAL GAMING AND THE MEDIA PLAYGROUND Video Games as a Form of Story World of Warcraft Ushered in the era of the completely immersive online game Featured a beginner’s guide that read like the narrative of an epic novel Expansions added settings, characters, and play features. Offers players the ability to create their own narratives THE DEVELOPMENT OF DIGITAL GAMING Industrial Revolution Promoted mass consumption Emergence of leisure time Digital games Evolved from their simplest forms in the arcade into four major formats: television, handheld devices, computers, and the Internet MECHANICAL GAMING Coin-operated counter machines First appeared in train depots, hotel lobbies, bars, and restaurants Penny arcade Helped shape future media technology Automated phonographs → jukebox Kinetoscope → movies Bagatelle → pinball machine THE FIRST VIDEO GAMES Cathode Ray Tube Amusement Device Key component of the first video games: the cathode ray tube (CRT) Odyssey First home television game Modern arcades Gathered multiple coin-operated games together THE FIRST VIDEO GAMES (CONT.) Atari Created Pong Kept score on the screen Made blip noises when the ball hit the paddles or bounced off the sides of the court First video game popular in arcades Home version was marketed through an exclusive deal with Sears. ARCADES AND CLASSIC GAMES Late 1970s and early 1980s Games like Asteroids, Pac-Man, and Donkey Kong were popular in arcades and bars. Signaled electronic gaming’s potential as a social medium Gaming included the use of joysticks and buttons. Pac-Man featured the first avatar. CONSOLES AND ADVANCING GRAPHICS Consoles Devices specifically used to play video games The higher the bit rating, the more sophisticated the graphics Early consoles Atari 2600 (1977) Nintendo Entertainment System (1983) Sega Genesis (1989) CONSOLES AND ADVANCING GRAPHICS (CONT.) Major home console makers Nintendo Wii Microsoft Xbox and Kinect Sony Playstation series Not every popular game is available on all three platforms. -
Playing to Death • Ken S
Playing to Death • Ken S. McAllister and Judd Ethan Ruggill The authors discuss the relationship of death and play as illuminated by computer games. Although these games, they argue, do illustrate the value of being—and staying—alive, they are not so much about life per se as they are about providing gamers with a playground at the edge of mortality. Using a range of visual, auditory, and rule-based distractions, computer games both push thoughts of death away from consciousness and cultivate a percep- tion that death—real death—is predictable, controllable, reasonable, and ultimately benign. Thus, computer games provide opportunities for death play that is both mundane and remarkable, humbling and empowering. The authors label this fundamental characteristic of game play thanatoludism. Key words: computer games; death and play; thanatoludism Mors aurem vellens: Vivite ait venio. —Appendix Vergiliana, “Copa” Consider here a meditation on death. Or, more specifically, a meditation on play and death, which are mutual and at times even complementary pres- ences in the human condition. To be clear, by meditation we mean just that: a pause for contemplation, reflection, and introspection. We do not promise an empirical, textual, or theoretical analysis, though there are echos of each in what follows. Rather, we intend an interlude in which to ponder the interconnected phenomena of play and death and to introduce a critical tool—terror manage- ment theory—that we find helpful for thinking about how play and death interact in computer games. Johan Huizinga (1955) famously asserted that “the great archetypal activi- ties of human society are all permeated with play from the start” (4). -
Criminals Clone Wars Fan Sourcebook
Criminals Clone Wars Fan Sourcebook RYAN BROOKS, KEITH KAPPEL ©2009 Fandom Comics and ® & ™ where indicated. All rights re- Credits served. All material contained within this document not already under ownership of seperate parties are intellectual property of Fandom Comics. WRITERS Keith Kappel The Wizards of the Coast logo is a registered trademark owned by Wizards of the Coast, Inc. Original document design created by Wizards of the Coast, Inc. EDITORS Ryan Brooks, Keith Kappel The d20 System logo and d20 are trademarks owned by Wizards of the Coast, Inc. DESIGN Ryan Brooks Star Wars® and all related material are trademarks of LucasFilm Ltd. or their respective trademark and copyright holders. Unless WEB PRODUCTION Ryan Brooks otherwise stated, all original material held within this document is intellectual property of Fandom Comics. Fandom Comics is not affiliated in any way to LucasFilm, Ltd. or Wizards of the Coast, chapter V Brian Ching, Cam Kennedy, Inc. Fillbach Brothers, Genndy Tartakovsky, Grant Gould, Jan Duursema, LucasArts, LucasFilm LTD., Luke Ross, Some rules mechanics are based on the Star Wars Roleplaying OFFICIAL ARTWORK Penny-arcade.com, Ramón K. Pérez Game Revised Core Rulebook by Bill Slavicsek, Andy Collins, and JD Wiker, the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson, and the new DUNGEONS & DRAGONS® game designed by Jonathan Tweet, Monte Cook, 2 Allies and opponents Skip Williams, Richard Baker, and Peter Adkinson. Criminals Any similarities to actual people, organizations, places or events are purely coincidental. This document is not intended for sale and may not be altered, reproduced, or redistributed in any way without written consent from Fandom Comics.