Monthly Mustang

Total Page:16

File Type:pdf, Size:1020Kb

Monthly Mustang WEST UNIVERSITY ELEMENTARY SCHOOL VOL. XIX ISSUE VII APRIL 2019 Monthly Mustang Harrison Benitz, Caroline Larsson, Cannon Pinchback and Thomas Larson try out Michael Connoly, Susan Samples, John Threet Aaron Colins, Mayor Pro-Term Mardi the new recycling containers donated by the City of West University. Turner, Amber Pinchback, Orval Marlow, Chairman, West U Recycling Olivia Benitz, parent volunteer, and Pamela Castro, Recycling Board member. IS PLASTIC BAD FOR US? BY KAVAN PANDHYA THE STAAR TEST BY AMELIA KUSINSKI Ocean plastic can last in sea vinyl chloride, lead, and bisphenol A waters almost indefinitely, eventually (BPA). Heating plastic causes these On the 9th and 10th of April, the Math and accumulating in remote areas of the chemicals to leach into our drinks and Reading STAAR tests will be held for 5th grade world’s oceans. The largest potentially cause cancer. There are and the Writing STAAR will be given to 4th accumulation zone of ocean garbage on some good things about plastic, but grade. In May, the remainder of the STAAR the planet is much larger than anyone later those good things can turn into tests will be given. thought. It measures 1.6 million square bad things. A few of the good things kilometers (three times larger than the about plastic are that it is useful for Grade Math Reading Writing Science size of France) and contains an bags, straws, etc. But now there are so 3rd May-13 May-14 estimated 1.8 trillion pieces of plastic many of these plastic materials being 4th May-13 May-14 Apr-9 weighing an estimated 80,000 metric used and sent to the dump or even to 5th Apr-9 Apr-10 May-15 tons (the equivalent of 500 Jumbo the great garbage patch. But don't lose Jets). * hope yet. Some companies don't use What is the STAAR Test? plastic anymore. STAAR stands for “The State of Texas Assessment of Academic Readiness” and is the McDonalds and other restaurants state’s student testing system. Students will take plan to use wooden straws instead of this test beginning in 3rd grade all the way plastic. San Francisco has banned through high school. STAAR tests reading, plastic bags and Seattle is the first writing, math, science and social studies. major city to ban plastic straws and Reading and Math STAAR tests are given every utensils. But the best thing is some year beginning in 3rd grade but the other tests communities volunteer to pick up are scattered throughout the years. Each test is a plastic. But there's even more. four hour test. The purpose of this test is to see if Replacements for plastic are materials the student has mastered the subject for that like silicone, glass, and wood grade level. It also shows if a student is ready for products. If this keeps up the great the next grade level. The great garbage patch, marine garbage patch could be the great water animals dying, so many dumps, and patch in the next few years! How to Prepare for the STAAR test nobody doing anything about all the Teachers are preparing students for the STAAR * https://oceancruisingclub.org/newsitem/ test all year long and teaching them test-taking plastic everywhere; on streets, in lakes, strategies along the way. Students should understand oceans, rivers and even in caves. 394/The-Great-Pacific-Garbage-Patch-is- Growing-Exponentially what they are being tested on. Continued on Page 6 Plastic has toxic chemicals like PVC, Houston Independent School District http://westues.org page !1 WEST UNIVERSITY ELEMENTARY SCHOOL VOL. XIX ISSUE VII APRIL 2019 GET TO KNOW MRS. MILLS BY YUTIA LI Q. How long have experience for me. After that year, I know I got married, surrounded by friends and you been that I wanted to be a teacher just like her. family. teaching? Q. What subject do you enjoy teaching the Q. What is your favorite quote? This is my 5th most? A.“No act of kindness, not matter how small, year teaching. A. I love teaching all the subjects, but is ever wasted.” - Aesop What college did especially Reading. Q. If you could start your teaching career you attend? Q. What was your scariest moment as a over, what would you change? A. I attended teacher? A. I don’t think I would change anything Texas A&M A. I think back on my first-year teaching. The about my teaching career. I love my job university. first day teaching my class was a scary and the experiences that made me the WHOOP! moment, but also an exciting moment! teacher I am today. Q. Where did you grow up? Q. What was the most exciting moment of Q. If you could make one impossible thing A. I grew up in Houston, Texas. your life? possible, what would it be? Q. Why did you decide to become a teacher? A. I have been lucky to have many A. I want the ability to transport anywhere in A. I had one teacher in 2nd grade that I memorable moments in my life. I think if the world. I love to travel and want to adored. She made learning a fun I had to pick one day it would be the day see all the major cities on every continent. JOHN MANGUM: THE ART PRODIGY BY ZAIN IMAM The new addition to our school and The Monthly Mustang, is John Q. Do you only draw cartoons? Mangum, our excellent cartoonist. Most of us turn immediately to A. No. I also like to draw popular movie the comic section to see what John has in store for us each month. and video game characters such as Q. What was your previous school called? robots from Transformers or characters A. Cypress Village Elementary in Irvine, California. from Halo or Minecraft. I also like Q. Did your old school have a newspaper? drawing diagrams of mechanical things, as well as characters from books I read. A. No, they did not have a newspaper. Q. Is anybody else in your family a good Q. How long have you been a cartoonist? artist? A. Since I was 5 years old. A. My mom is. Q. How long have you been drawing the Fido comic? Q. Would you consider having an art career as an adult? A. I started in October of this school year. A. Yes, maybe an art career or an animator. Q. Did you take art lessons? Q. What are your top five tips for creating a good comic? A. For 2 years, I took classes taught by Eric Teitelbaum, the creator A. Good puns of the Pink Panther. Be consistent with your characters Q. Who or what inspired you to become a cartoonist? Always go with your gut A. Jim Davis, the author of Garfield. Be creative Q. Do you have any other special talents? You don’t have to be realistic A. I play the cello and I’m a swimmer. GETTING TO KNOW MRS. FENTON BY SEETHA VENKATACHALAM AND ANIKA KRISHNAN Q.How long have you been teaching at West U? Q.What is your favorite restaurant? A. I have been teaching for 5 years. A. Chipotle. Q.What is your dream vacation? Q. What is your favorite book series? A. My dream vacation is anywhere on a beach. A. Harry Potter. Q.What is your favorite kind of art? Q. What do you like to do in your free time? A. Coloring. A. Read and play with my dog. Q.What is your favorite movie? Q.Where did you go to college? A. The Godfather. A. Baylor College. Q. Who is your hero? Q. Do you like teaching at West U? A. My mom is my hero because she never gives A. Of course. up and she is always there for me. Houston Independent School District http://westues.org page !2 WEST UNIVERSITY ELEMENTARY SCHOOL VOL. XIX ISSUE VII APRIL 2019 MRS. LAPADULA BY ZAID ALOUSI AND OLIVER BROACH Q: What did you do over Spring Break? Q: If you weren't a teacher what would you be? A: I spent time with my family. A: An astronaut! Q: What is your favorite color? Q: What is your favorite animal? A: Purple and pink A: Elephants. My daughter and I give money to Q: Have you ever taught at another school? the elephant sanctuary. A; Yes, at Hobby Elementary for 4 years. Q: How many years have you been teaching? Q: What do you do in your spare time? A: 33 years in total! A: Read all kind of Different books. Q: What is your favorite subject? Q: What is your favorite book to read to your A: Reading! I love teaching kids how to read. students? Q: What is your favorite part of school? A: Were All Wonders. A: The morning because the kids are excited for the day! PROMETHEAN BOARD REVIEW WITH MRS. UNGER BY JOSHUA SEGRAVES Q. What is the board most useful for? Q. How do the kids like it? Do they A. For handwriting, math, Quizlet, showing work harder when they use it? images, and Storybook. A. They love using the Smartboard. Q. Do you think it makes you a better teacher? They all want to take turns writing A. I think it makes learning more interesting for answers on it. the class since they are used to using smart Q. If you could add anything to the devices. board what would it be? Q. What do the students interact with on the A. A 3-D pen to draw things in 3-D.
Recommended publications
  • Peter Kraska and Steven Chapman
    Peter Kraska and Steven Chapman Militarization and Contemporary Video Gaming This project examines the influence of militarism, and the involvement of the U.S. military itself, in contemporary video gaming. The military’s involvement includes developing its own, free of charge, video game title used as a recruitment tool, employing a host of training games many of which are used to desensitize new soldiers to the war environment and the act of killing, and participating in numerous consulting and marketing activities associated with the most popular war-oriented games for mass consumption. Surrounding this direct involvement by the military is a massive and increasingly lucrative gaming industry that markets war and killing in a “realistic” yet intensely glorified manner. Aside from documenting and describing in detail this phenomenon, we examine the macro-cultural and societal implications of this phenomenon. Figure 1.1 – One Day Sales -- 2011 Context and Concepts For three years in a row, the number one selling entertainment product during its release period has been a video-game – surpassing even block-buster movies such as Harry Potter and Star Wars. Call of Duty: Modern Warfare 3 recently made $775 million in its first five days in stores, and the Modern Warfare franchise has grossed more than $6 billion. Its central and apparently successful marketing slogan is: “There’s a soldier in all of us” (Snider, 2011). Of course what’s noteworthy to criminologists, is the type of game: extremely violent, highly realistic war environment, and one that glorifies killing and warfare. It takes only a superficial critical analysis to recognize that this game genre has tapped into an enduring and deep-rooted aspect of American culture – militarism; defined as an ideology that sees the use of militaristic force, or threat of force, as a desired means to solve problems, gain political power, or administer retributive justice.
    [Show full text]
  • Norn Attacks and Marine Doom Darging the Commu- “Modelling Reality to Get Reality” (Tony SIMP SON)^ :Al World Politics
    MICHAELGEVER ly become problems BIRGIT RICHARD Incan leadership and S the occupation of vorld. But it calls for .S its prerequisite, the f “US global respon- onal focus in imple- Norn Attacks and Marine Doom darging the commu- “Modelling reality to get reality” (Tony SIMP SON)^ :al world politics. In domain. This paper examines two forms of death in virtual worlds. In light of the possi- bility of creating artificial life in a computer processor, the question arises as to say, an impossible whether a phenomenon like death is even a matter of significance in a binary is tolerating a great worldthat appears to be infinite and eternal, and what relationship exists in is what “informa- between these death phenomenaand thereal thing. We can differentiate between ategy means. Infor- two forms of immaterial death: artificial death as a programmed parameter, and ccupation. Rather it self-emergent death in accordance with the biological model. information-sphe- On the Net, there is no art of this kind (yet): it has had no time lo develop a notion of the Other, the vanishing point of which would be itt declared this to Death. The model for Net Culture is life. 2 ms at thecontrol of Not onlythe Internet but also the other digital media present themselves as eter- nstitution-building, nal phenomena that know no end. The apologists for new media worlds all too e new global sover- readily put forth themyth of the permanent retrievability of all information once of the informati- it has been put into digital form. Inherent in this is the danger that information that is only a few years old will become unreadable due to the rapid revision of t into an endless systems.
    [Show full text]
  • How the U.S. Army Got Game Seemingly Trivial Innovations Can Have a Major Effect on Even Large Markets
    How the U.S. Army Got Game Seemingly trivial innovations can have a major effect on even large markets BY MICHAEL URLOCKER & ROGER SMITH Apple Inc. CEO Steve Jobs is famous for his flashy, headline-making introductions of innovative new products. While the iPod, and more recently the iPhone, generated a great deal of publicity right from the outset, many innovations are hardly noticed at first. In fact, often seemingly trivial developments can be harbingers of big change. When a small, regional airline began operating out of Dallas’s Love Air Field, no one foresaw that Southwest Airlines would fundamentally alter air travel. And when a guy started selling Pez candy dispensers on an obscure website, few imagined the impact eBay would come to have on a variety of industries. These stories of course are well-known to most everyone now, but few people are aware of an apparently insignificant event in 1995 that fits the disruptive pattern we’ve seen before. Working on a shoestring budget, a U.S. Marine Corps lieutenant and a sergeant had a radical idea: To try to alter the popular “Doom” video game, in which players use a variety of weapons to fight electronic foes, for use as a military training tool. The result was “Marine Doom,” a (by today’s standards) rather simple video game that could be used to teach soldiers certain skills at a low cost. The developers were hoping to find a way to boost training in an era of significant budget cuts and came up with a cheap, simple, and convenient—in other words disruptive—solution.
    [Show full text]
  • 4. Wargaming the Middle East: the Evolution of Simulated Battlefields from Chequerboards to Virtual Worlds and Instrumented Artificial Cities
    4. Wargaming the Middle East: The Evolution of Simulated Battlefields from Chequerboards to Virtual Worlds and Instrumented Artificial Cities Janina Schupp Abstract Shortly after the end of a tank combat during the Gulf War, a team of US Army historians, scientists, and engineers flew to Iraq to gather detailed data of the battle. The collected information was used to create an exact virtual simulation of the combat for training. The mapping capability – offered by the resulting simulation game 73 Easting – to visualize the battlefield from any position and point in time revolutionized military exercises. With ongoing conflicts in the Middle East, these digital training cartographies are now linked to real bodies and vehicles through digital and mobile technologies during live training in artificially constructed villages. This chapter analyses this evolution and critically investigates the growing ‘gamification’ ensuing in these representations of Middle Eastern battlefields. Keywords: Wargames, Middle East, interactive battlespace, live simulations In war the experienced soldier reacts in the same way as the human eye does in the dark: the pupil expands to admit what little light there is, discerning objects by degrees, and finally seeing them indistinctly. By contrast, the novice is plunged into the deepest night. […] It is immensely important that no soldier, whatever his rank, should wait for war to expose him to those aspects of active service that amaze and confuse him when he first comes across them. (Clausewitz 1989, p. 122) Strohmaier, A. and A. Krewani (eds.), Media and Mapping Practices in the Middle East and North Africa: Producing Space. Amsterdam: Amsterdam University Press, 2021 doi 10.5117/9789462989092_ch04 96 JANINA SCHUPP The act of playing at war is deeply engrained in human history and has per- sisted to the present day in both professional and hobby culture.
    [Show full text]
  • The Master Wadazine #1 By
    The MASTER Wadazine #1 By The best, the ugliest, the bloodiest and the doomest of Doom! Issue #1 1 I N D E X • Doom Masters Wadazine Introduction … 3 • Writers … 4 • Article Section… 5,6,7,8 • WADs Section… 9 • Master recommendation of this issue! … 14 • Newstuff on doomworld … 17 • Pictures gallery … 18 • Special Thanks … 33 2 The D O O M Master Wadazine Presents: The first ever issue of the DMW magazine! A place to read about the great, the best, the worst and the exotic of the WAD world. With a special article per issue and whole body dedicated to the holy WAD. Full with screenshots and links! Enjoy, master doomer. 3 Writers of this Edition: Main Writer of this issue: Endless – Stuff: The whole first issue as a prototype and showcase. If there were more, they would be here. For now, this was done like an incentive for future development of the next issues or projects. And of course, a kind of test of what the magazine tries/hopes to create. As a little disclaimer, I have to say that English is not my mother tongue, so I may not have the same ability as a native, but I will do my best to deliver a work that is understandable and enjoyable! So, sorry for that and let’s get going. 4 DOOM, the game that never dies. A love letter. Hello, dear Doomer. If you're reading this, it's because, in one way or another, you've been connected to the wonderful game that is Doom.
    [Show full text]
  • Serious Games Advergaming, Edugaming, Training and More
    Serious games Advergaming, edugaming, training and more Project manager Laurent Michaud [email protected] M83708 – June 2008 Author Julian Alvarez, PhD Science of Communication and Information Contributor Laurent Michaud, Head of the digital leisure division Copyright IDATE 2008, BP 4167, 34092 Montpellier Cedex 5, France Tous droits réservés – Toute reproduction, stockage All rights reserved. None of the contents of this ou diffusion, même partiel et par tous moyens, y publication may be reproduced, stored in a retrieval compris électroniques, ne peut être effectué sans system or transmitted in any form, including accord écrit préalable de l'IDATE. electronically, without the prior written permission of IDATE. ISBN 978-2-84822-169-4 Executive Summary Serious Games Advergaming, edugaming, training and more This study outlines the characteristics, uses and different genres of serious game. It examines the challenges involved in the design, development and distribution of various types of titles, while analysing the outlook for the industry and its growth drivers. 600 million to one billion potential Defining serious gaming Areas addressed users worldwide. There is a huge variety of ways to classify Today, serious games are employed in a At the end of 2007, the global video serious gaming. However, accepting the wide variety of sectors. game industry was worth 30 billion ambiguities and possible challenges in- Defence: one of the most important USD. At the same time, the serious herent in this, this study defines serious areas in terms of client investment and gaming market was estimated to be gaming as follows: orders. Serious games are also used by worth between 1.5 and 10+ billion The purpose of a serious game is to armies in Europe, though less widely than USD.
    [Show full text]
  • All but War Is Simulation: the Military Entertainment Complex
    1 THEATERS OF WAR: THE MILITARY-ENTERTAINMENT COMPLEX Tim Lenoir and Henry Lowood Stanford University To appear in Jan Lazardzig, Helmar Schramm, Ludger Schwarte, eds., Kunstkammer, Laboratorium, Bühne--Schauplätze des Wissens im 17. Jahrhundert/ Collection, Laboratory, Theater, Berlin; Walter de Gruyter Publishers, 2003 in both German and in English War games are simulations combining game, experiment and performance. The U.S. Department of Defense (DoD) has been the primary proponent of war game design since the 1950s. Yet, commercial game designers produced many of the ideas shaping the design of military simulations, both before and after the advent of computer-based games. By the 1980s, the seeds of a deeper collaboration among military, commercial designers, the entertainment industry, and academic researchers in the development of high-end computer simulations for military training had been planted. They built “distributed interactive simulations” (DIS) such as SIMNET that created virtual theaters of war by linking participants interacting with distributed software or hardware simulators in real time. The simulators themselves presented synthetic environments—virtual worlds—by utilizing advances in computer graphics and virtual reality research. With the rapid development of DIS technology during the 1990s, content and compelling story development became increasingly important. The necessity of realistic scenarios and backstory in military simulations led designers to build databases of historical, geographic and physical data, reconsider the role of synthetic agents in their simulations and consult with game design and entertainment talents for the latest word on narrative and performance. Even when this has not been the intention of their designers and sponsors, military simulations have been deeply embedded in commercial forms of entertainment, for example, by providing content and technology deployed in computer and video games.
    [Show full text]
  • World of DOOM : Legacy of Destruction Ebook, Epub
    WORLD OF DOOM : LEGACY OF DESTRUCTION PDF, EPUB, EBOOK Terry Thewarrior Reece | 120 pages | 26 May 2014 | Createspace Independent Publishing Platform | 9781499686890 | English | none World OF DOOM : Legacy of Destruction PDF Book Make the metal blade stand tall Agent orange will never fall After the chemical invasion Eternal devastation! Children's Week. Suffer well. Zombies have been resprited and their eyes now glow in the dark, also like Doom 3. The dragon hunters were just about to attack the elder dragon and if Corporal Tahar would prove his worth by killing a few wyverns. Warrior Anima Powers. The mod's soundtrack consists on only metal music, including tracks made by Marc Pullen , some tracks from the Painkiller game, and the Ultimate Doom's E1M8 remix by Sonic Clang used as the final confrontation music. Talents: Demonic Embrace can be changed to Fel Synergy as utility or to Doom and Gloom as a further improvement to the damage capabilities of this build if you like it more; otherwise I suggest to stay with the glyph and talents, glyph of fear is excellent now when fear can be used as a cc on certain mobs. Maybe implement a kind of utility with it? Monk Leveling The message also hints that one of Elliot Swann 's reasons to stop Betruger's experiments on Mars was because of the moon's administrator ordered him to Earth one month before November 15th, on an attempt to solve this case. Roc Marciano. Warlock Class Changes for Shadowlands Patch 9. To learn, prevent and not forget is the task of My generation on parole! Spiritual Genocide 4.
    [Show full text]
  • The Military Entertainment Complex
    1 THEATERS OF WAR: THE MILITARY-ENTERTAINMENT COMPLEX Tim Lenoir and Henry Lowood Stanford University War games are simulations combining game, experiment and performance. The U.S. Department of Defense (DoD) has been the primary proponent of war game design since the 1950s. Yet, commercial game designers produced many of the ideas shaping the design of military simulations, both before and after the advent of computer-based games. By the 1980s, the seeds of a deeper collaboration among military, commercial designers, the entertainment industry, and academic researchers in the development of high-end computer simulations for military training had been planted. They built “distributed interactive simulations” (DIS) such as SIMNET that created virtual theaters of war by linking participants interacting with distributed software or hardware simulators in real time. The simulators themselves presented synthetic environments—virtual worlds—by utilizing advances in computer graphics and virtual reality research. With the rapid development of DIS technology during the 1990s, content and compelling story development became increasingly important. The necessity of realistic scenarios and backstory in military simulations led designers to build databases of historical, geographic and physical data, reconsider the role of synthetic agents in their simulations and consult with game design and entertainment talents for the latest word on narrative and performance. Even when this has not been the intention of their designers and sponsors, military simulations have been deeply embedded in commercial forms of entertainment, for example, by providing content and technology deployed in computer and video games. Building on a brief overview of the history of war games, we will sketch the history of military simulations leading to SIMNET in the late 1980s and projects building on this work through the mid-1990s.
    [Show full text]
  • Serious Games Advergaming, Edugaming, Training…
    Serious games Advergaming, edugaming, training… Chef de projet Laurent MICHAUD [email protected] M83708 – Juin 2008 Contributeurs Laurent MICHAUD, Responsable du Pôle Loisirs Numériques Julian ALVAREZ, Docteur en sciences de l'information et de la communication Copyright IDATE 2008, BP 4167, 34092 Montpellier Cedex 5, France Tous droits réservés – Toute reproduction, stockage All rights reserved. None of the contents of this ou diffusion, même partiel et par tous moyens, y publication may be reproduced, stored in a retrieval compris électroniques, ne peut être effectué sans system or transmitted in any form, including accord écrit préalable de l'IDATE. electronically, without the prior written permission of IDATE. ISBN 978-2-84822-169-4 Executive Summary Serious Games Advergaming, edugaming, training… Cette étude identifie les caractéristiques, les usages et les différentes familles de serious gaming. Elle met en évidence les enjeux associés aux phases de concep- tion, de développement et de diffusion des différents types de serious games. Elle analyse enfin les perspectives et leviers de développements qu'offre le serious gaming au niveau industriel. 600 millions à 1 milliard de joueurs Définir le serious gaming Domaines d’application du potentiels au niveau mondial. Il existe une multitude d’approches du serious gaming Le marché mondial du jeu vidéo serious gaming. En assumant les ambiguï- À ce jour, l'utilisation du serious gaming représente, fin 2007, 30 milliards tés et les questions que cela peut soule- est recensée dans de nombreux secteurs. USD. A cette date, le marché du ver, voici l’approche du serious ga- Secteur de la défense : l’un des plus serious gaming est estimé entre ming retenue dans cette étude : importants aujourd'hui au niveau des entre 1.5 et plus de 10 milliards la vocation d’un serious game est investissements consentis par les don- USD.
    [Show full text]
  • A Doom Legendája Hogyan Változtatta Meg John Carmack És John Romero a Világot
    A Doom legendája Hogyan változtatta meg John Carmack és John Romero a világot David Kushner 2012. szeptember 10. 2 Tartalomjegyzék I. A kezdet 5 1. A Rocksztár 9 2. A Rakétamérnök 19 3. Dangerous Dave minden szerzői jogot megsért 27 4. Pizzapénz 43 5. Jobb, mint a való élet 57 6. Zöld és dühös 65 7. Spear of Destiny 77 8. Démonidézés 89 9. A legkirályabb játék 101 II. Külön utakon 111 10.A doom-generáció 113 11.Rengések 129 12.Az Ítélet Napja 141 13.Deathmatch 159 14.Silicon Alamo 173 15.Egyenesen a pokolból 185 16.Virtuális világok 197 3 4 TARTALOMJEGYZÉK I. rész A kezdet 5 Bevezetés: A Két John Két játék létezett. Az egyiket az életben játszották, a másikat játszva élték. Alapvetően már a két szó sem fér meg egymással, ahogy a két John sem. Egy áprilisi délutánon történt 2000-ben, Dallas belvárosának legmélyén. Az összejö- vetel oka egy százezer dollár összdíjazású bajnokság volt a Quake 3 Aréna nevű számítógépes játékban. A versenyt a számítógépes rendezvények legnagyobb le- bonyolítójává vált Cyberatléták Profi Ligájának szervezésében rendezték meg, és HSG-alapú (Hozd a Saját Géped) összejövetel volt. Több száz számítógé- pet kötöttek össze hetvenkét órányi megállás nélküli játékra a Hyatt dallasi felhőkarcolójának alagsorában. Az érdeklődők hatalmas kivetítőn folyamatosan nyomon követhették az éppen zajló izgalmasabb mécseseket és az ide-oda szálló rakétákat. Szivart rágcsáló tengerészgyalogosok, hatalmas mellbőségű női har- cosok és elmebeteg, vértől mocskos bohócok irtották egymást rakétavetőkkel és plazmafegyverekkel. A cél egyszerű volt: a legtöbbet gyilkoló játékos győz! A versenyen résztvevő hardcore játékosokat a távolság sem riaszthatta el.
    [Show full text]
  • Military-Themed Video Games and the Cultivation of Related Beliefs and Attitudes in Young Adult Males
    University of Massachusetts Amherst ScholarWorks@UMass Amherst Doctoral Dissertations Dissertations and Theses December 2020 Military-Themed Video Games and the Cultivation of Related Beliefs and Attitudes in Young Adult Males Greg Blackburn University of Massachusetts Amherst Follow this and additional works at: https://scholarworks.umass.edu/dissertations_2 Part of the Mass Communication Commons Recommended Citation Blackburn, Greg, "Military-Themed Video Games and the Cultivation of Related Beliefs and Attitudes in Young Adult Males" (2020). Doctoral Dissertations. 1997. https://doi.org/10.7275/18820211 https://scholarworks.umass.edu/dissertations_2/1997 This Open Access Dissertation is brought to you for free and open access by the Dissertations and Theses at ScholarWorks@UMass Amherst. It has been accepted for inclusion in Doctoral Dissertations by an authorized administrator of ScholarWorks@UMass Amherst. For more information, please contact [email protected]. MILITARY-THEMED VIDEO GAMES AND THE CULTIVATION OF RELATED BELIEFS AND ATTITUDES IN YOUNG ADULT MALES A Dissertation Presented by GREGORY R. BLACKBURN Submitted to the Graduate School of the University of Massachusetts Amherst in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY SEPTEMBER 2020 DEPARTMENT OF COMMUNICATION © Copyright by Gregory R. Blackburn 2020 All Rights Reserved MILITARY-THEMED VIDEO GAMES AND THE CULTIVATION OF RELATED BELIEFS AND ATTITUDES IN YOUNG ADULT MALES A Dissertation Presented By GREGORY R. BLACKBURN Approved as to style and content by: _____________________________ Erica Scharrer, Chair _____________________________ Michael Morgan, Member _____________________________ Seth Goldman, Member _____________________________ Lisa Keller, Member _____________________________ Sut Jhally, Chair Department of Communication DEDICATION This manuscript is dedicated to the Essex and her crew, stove by a whale on the twentieth of November in the year 1820, thousands of miles from home.
    [Show full text]