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The Anime Galaxy Japanese Animation As New Media
i i i i i i i i i i i i i i i i i i i i Herlander Elias The Anime Galaxy Japanese Animation As New Media LabCom Books 2012 i i i i i i i i Livros LabCom www.livroslabcom.ubi.pt Série: Estudos em Comunicação Direcção: António Fidalgo Design da Capa: Herlander Elias Paginação: Filomena Matos Covilhã, UBI, LabCom, Livros LabCom 2012 ISBN: 978-989-654-090-6 Título: The Anime Galaxy Autor: Herlander Elias Ano: 2012 i i i i i i i i Índice ABSTRACT & KEYWORDS3 INTRODUCTION5 Objectives............................... 15 Research Methodologies....................... 17 Materials............................... 18 Most Relevant Artworks....................... 19 Research Hypothesis......................... 26 Expected Results........................... 26 Theoretical Background........................ 27 Authors and Concepts...................... 27 Topics.............................. 39 Common Approaches...................... 41 1 FROM LITERARY TO CINEMATIC 45 1.1 MANGA COMICS....................... 52 1.1.1 Origin.......................... 52 1.1.2 Visual Style....................... 57 1.1.3 The Manga Reader................... 61 1.2 ANIME FILM.......................... 65 1.2.1 The History of Anime................. 65 1.2.2 Technique and Aesthetic................ 69 1.2.3 Anime Viewers..................... 75 1.3 DIGITAL MANGA....................... 82 1.3.1 Participation, Subjectivity And Transport....... 82 i i i i i i i i i 1.3.2 Digital Graphic Novel: The Manga And Anime Con- vergence........................ 86 1.4 ANIME VIDEOGAMES.................... 90 1.4.1 Prolongament...................... 90 1.4.2 An Audience of Control................ 104 1.4.3 The Videogame-Film Symbiosis............ 106 1.5 COMMERCIALS AND VIDEOCLIPS............ 111 1.5.1 Advertisements Reconfigured............. 111 1.5.2 Anime Music Video And MTV Asia......... -
Staying Alive Fallout 76
ALL FORMATS EXCLUSIVE Staying Alive Far Cry 4’s Alex Hutchinson How the British games industry survived its on his “louder, brasher” game turbulent early years Fallout 76 Bethesda, BETA and “spectacular” bugs Issue 1 £3 wfmag.cc 01 72000 GRIS 16 7263 97 Subscribe today 12 weeks for £12* Visit: wfmag.cc/12issues to order * UK Price. 6 issue introductory offer In search of real criticism an games be art? Roger Ebert judge – the critic is a guide, an educator, and an argued that they couldn’t. He was interpreter. The critic makes subtext text, traces C wrong. Any narrative medium themes, and fills in white space. Put another can produce art. But I’m not sure way, the critic helps the audience find deeper we’re producing many examples that meet JESSICA PRICE meaning in a piece of art. Or: the critic teaches that definition. Let’s be honest: everyone keeps Jessica Price is a the audience the rules of the games artists play producer, writer, and talking about BioShock because it had something manager with over a so that they’re on a level ground with the artist. to say and said it with competence and style, decade of experience One only has to compare movie or TV reviews in triple-A, indie, and not because what it had to say was especially tabletop games. in any mainstream publication, in which at least profound. Had it been a movie or a book, I doubt some critical analysis beyond “is this movie it would have gotten much attention. -
Games for Self-Reflection
Kandidatarbete i medieteknik, Institutionen för teknik och estetik, vårtermin 2017 Social Insecurity & Games: Games for self-reflection Douglas Gidlöf | Sebastian Hansson Aneer Pirjo Elovaara Peter Giger Abstract This is a study of how games can be used to encourage self-reflection. The study uses Everyday-Social Anxiety to establish a base point from which to make a game. During the study a game was developed using the research found. The game uses mechanics in order to link the player to the games protagonist. This link is then used in an attempt to encourage the player to self-reflect. Known design methods are used as guidelines of how the study and game is made. These methods originate from both game design and design of informative systems (such as servers). Some psychology sources are used in order to gather an understanding of what Social Anxiety is and how it affects people, the focus however, lies on the subject of Media technology and game development. The study concludes with results and a discussion. In the discussion the entirety of the study is motivate and reflected over by the authors. The results are specifically presented in a conclusion, presenting what was done, and what the study led to. Keywords: Social Anxiety, Design, Game, Mechanics, Link. Abstrakt Detta är en studie på hur spel kan användas för att uppmuntra själv-reflektion. Studien använder vardags-social ångest för att etablera en utgångspunkt utifrån vilken ett spel skapas. Under studien utvecklades ett spel utifrån utforskningen som hittats. Spelet använder mekanier för att skapa en länk mellan spelaren och spelets protagonist. -
The Role of Audio for Immersion in Computer Games
CAPTIVATING SOUND THE ROLE OF AUDIO FOR IMMERSION IN COMPUTER GAMES by Sander Huiberts Thesis submitted in fulfilment of the requirements for the degree of PhD at the Utrecht School of the Arts (HKU) Utrecht, The Netherlands and the University of Portsmouth Portsmouth, United Kingdom November 2010 Captivating Sound The role of audio for immersion in computer games © 2002‐2010 S.C. Huiberts Supervisor: Jan IJzermans Director of Studies: Tony Kalus Examiners: Dick Rijken, Dan Pinchbeck 2 Whilst registered as a candidate for the above degree, I have not been registered for any other research award. The results and conclusions embodied in this thesis are the work of the named candidate and have not been submitted for any other academic award. 3 Contents Abstract__________________________________________________________________________________________ 6 Preface___________________________________________________________________________________________ 7 1. Introduction __________________________________________________________________________________ 8 1.1 Motivation and background_____________________________________________________________ 8 1.2 Definition of research area and methodology _______________________________________ 11 Approach_________________________________________________________________________________ 11 Survey methods _________________________________________________________________________ 12 2. Game audio: the IEZA model ______________________________________________________________ 14 2.1 Understanding the structure -
Immersion and Worldbuilding in Videogames
Immersion and Worldbuilding in Videogames Omeragić, Edin Master's thesis / Diplomski rad 2019 Degree Grantor / Ustanova koja je dodijelila akademski / stručni stupanj: Josip Juraj Strossmayer University of Osijek, Faculty of Humanities and Social Sciences / Sveučilište Josipa Jurja Strossmayera u Osijeku, Filozofski fakultet Permanent link / Trajna poveznica: https://urn.nsk.hr/urn:nbn:hr:142:664766 Rights / Prava: In copyright Download date / Datum preuzimanja: 2021-10-01 Repository / Repozitorij: FFOS-repository - Repository of the Faculty of Humanities and Social Sciences Osijek Sveučilište J.J. Strossmayera u Osijeku Filozofski fakultet Osijek Studij: Dvopredmetni sveučilišni diplomski studij engleskog jezika i književnosti – prevoditeljski smjer i hrvatskog jezika i književnosti – nastavnički smjer Edin Omeragić Uranjanje u virtualne svjetove i stvaranje svjetova u video igrama Diplomski rad Mentor: doc. dr. sc. Ljubica Matek Osijek, 2019. Sveučilište J.J. Strossmayera u Osijeku Filozofski fakultet Osijek Odsjek za engleski jezik i književnost Studij: Dvopredmetni sveučilišni diplomski studij engleskog jezika i književnosti – prevoditeljski smjer i hrvatskog jezika i književnosti – nastavnički smjer Edin Omeragić Uranjanje u virtualne svjetove i stvaranje svjetova u video igrama Diplomski rad Znanstveno područje: humanističke znanosti Znanstveno polje: filologija Znanstvena grana: anglistika Mentor: doc. dr. sc. Ljubica Matek Osijek, 2019. University of J.J. Strossmayer in Osijek Faculty of Humanities and Social Sciences Study Programme: -
Sciences Du Jeu, 6 | 0000 Les Enjeux Esthétiques Du Jeu Vidéo : Entre Art, Stylistique Et Interactivité 2
Sciences du jeu 6 | 2016 L'art en jeu ou le jeu de l'art Les enjeux esthétiques du jeu vidéo : entre art, stylistique et interactivité Martin Picard Édition électronique URL : http://journals.openedition.org/sdj/712 DOI : 10.4000/sdj.712 ISSN : 2269-2657 Éditeur Laboratoire EXPERICE - Centre de Recherche Interuniversitaire Expérience Ressources Culturelles Education Référence électronique Martin Picard, « Les enjeux esthétiques du jeu vidéo : entre art, stylistique et interactivité », Sciences du jeu [En ligne], 6 | 2016, mis en ligne le 18 octobre 2016, consulté le 19 avril 2019. URL : http:// journals.openedition.org/sdj/712 ; DOI : 10.4000/sdj.712 Ce document a été généré automatiquement le 19 avril 2019. Tous droits réservés Les enjeux esthétiques du jeu vidéo : entre art, stylistique et interactivité 1 Les enjeux esthétiques du jeu vidéo : entre art, stylistique et interactivité Martin Picard Jeu vidéo et théorie esthétique 1 En 1998, Espen Aarseth mentionnait déjà que le jeu vidéo représentait « un nouveau mode d'esthétique, ainsi que de discours social, une alternative au récit qui a été le paradigme dominant jusqu'à présent : le principal moyen de transmettre des connaissances et une expérience » (Aarseth, 1998 ; ma traduction). Même si on a fréquemment signalé ses affinités avec le cinéma (King et Krzywinska, 2002 ; Perron et Therrien, 2009), l’expérience vidéoludique est aussi caractérisée autant par la capacité de l’ordinateur à simuler un espace que par le contrôle qui est donné au joueur à déterminer sa direction et son action. Malgré le fait que ce contrôle et cette présence soient limités, cette « liberté » d’action, même partielle, permet néanmoins d’accroître certaines sensations d’immersion. -
Videojuegos, Cultura Y Sociedad
PRESURA VIDEOJUEGOS, CULTURA Y SOCIEDAD NÚMERO XVII MÚSICA Y VIDEOJUEGOS El número XVII, XVII estilo y dirigida a un ni- números de Presura en cho, no aspira a ser un un año. Un número que éxito de masas, pero que no es redondo pero que cada vez seamos más y para mi significa muchí- más es algo a lo que no simo, hemos alcanzado estamos acostumbrados la mayoría de edad. El y nos encanta. Como proyecto no para de cre- sabéis no conseguimos PRESURA cer, estas semanas he- ningún beneficio econó- VIDEOJUEGOS, CULTURA Y SOCIEDAD mos retomado, con éxito, mico con Presura, voso- la actividad en la web. tros, como decía La Cabra Nuestras redes sociales Mecánica, sois nuestra siguen creciendo y todo única riqueza. Sin más, esto es gracias a voso- disfrutad de nuestra ma- tros. Una revista como yoría de edad. Bienveni- Presura, tan ceñida a un dos de nuevo a Presura. ALBERTO VENEGAS RAMOS. Profesor de Histo- al Shams o Témpora Ma- ria en la educación se- gazine y estudiante del cundaria, estudiante de máster Estudios Árabes Antropología Social e e Islámicos Contempo- PRESENTACIÓN investigador en temas ráneos de la Universidad relacionados con la iden- Autónoma de Madrid. tidad en el mundo islá- Colabor de medios como mico además de redactor FS Gamer, CTXT, eldiaro. MÚSICA Y VIDEOJUEGOS. en páginas como Baab es o Akihabara Blues. [email protected] NÚMERO XVII. @albertoxvenegas ATRAVESANDO LA BRECHA VIRTUAL: MÚSICA, VIDEOJUEGOS Y REALIDAD AUMENTADA DE ROBERTO CARLOS FERNÁNDEZ CONTENIDOS: SÁNCHEZ. PÁGINA 16 TRIBUNA - PÁGINA 10 LA MÚSICA Y EL VIDEOJUEGO ABSOLUTO, DE ÍKER GARCÍA ROSO. -
The Impact of Multichannel Game Audio on the Quality of Player Experience and In-Game Performance
The Impact of Multichannel Game Audio on the Quality of Player Experience and In-game Performance Joseph David Rees-Jones PhD UNIVERSITY OF YORK Electronic Engineering July 2018 2 Abstract Multichannel audio is a term used in reference to a collection of techniques designed to present sound to a listener from all directions. This can be done either over a collection of loudspeakers surrounding the listener, or over a pair of headphones by virtualising sound sources at specific positions. The most popular commercial example is surround-sound, a technique whereby sounds that make up an auditory scene are divided among a defined group of audio channels and played back over an array of loudspeakers. Interactive video games are well suited to this kind of audio presentation, due to the way in which in-game sounds react dynamically to player actions. Employing multichannel game audio gives the potential of immersive and enveloping soundscapes whilst also adding possible tactical advantages. However, it is unclear as to whether these factors actually impact a player’s overall experience. There is a general consensus in the wider gaming community that surround-sound audio is beneficial for gameplay but there is very little academic work to back this up. It is therefore important to investigate empirically how players react to multichannel game audio, and hence the main motivation for this thesis. The aim was to find if a surround-sound system can outperform other systems with fewer audio channels (like mono and stereo). This was done by performing listening tests that assessed the perceived spatial sound quality and preferences towards some commonly used multichannel systems for game audio playback over both loudspeakers and headphones. -
The Common Forms of Contemporary Videogames: a Proposed Content Analysis Model
1 The Common Forms of Contemporary Videogames: A Proposed Content Analysis Model STEVEN ALLICK A thesis submitted in partial fulfilment of the requirements of Teesside University for the degree of Doctor of Philosophy Teesside University School of Computing April 2012 2 Contents Acknowledgements 5 Declaration 9 Abstract 10 1. Introduction 11 1.1. Background 11 1.2. Motivation 12 1.3. Understanding Tropes 14 1.4. Thesis Statement 15 1.4.1 Aims 15 1.4.2 Thesis 16 1.5 Approach 17 1.6 Methods Used 19 1.6.1 Analysis and Data Gathering 19 1.6.2 Sampling Criterion 20 1.6.3 Scales and Measures 23 1.7 Thesis Organisation 23 2. Literature Review 28 2.1. Semiotics Literature 28 2.1.1 Semiotic Principles 28 2.1.2 Computing Semiotics 31 2.1.3 Artistic and Media Semiotics 33 2.1.4 General Semiotic Research Critique 33 2.2 Rhetoric and Tropes Literature 34 2.2.1 Principles of Tropes 34 2.2.2 Metaphor and Myth 35 2.2.3 Metonym, Synecdoche and Irony 36 2.2.4 Aporia and Epiphany 37 2.2.5 Tropical Research Critique 38 3 2.3 Genre Theory Literature 39 2.3.1 Background and Origin 39 2.3.2 Videogame Genres 40 2.3.3 Genre Theory Critique 41 2.4 Development Models and Methods 43 2.4.1 Perceptual Opportunities 43 2.4.2 Qualitative Design Models 44 2.4.3 Quantitative Design Models 45 2.4.4 Heuristic / Rule Models 45 2.4.5 Development Model Critique 46 2.5 Emotion, Enjoyment and Immersion Models 47 2.5.1 Emotion and Enjoyment 47 2.5.2 Immersion 49 2.5.3 Frustration 50 2.5.4 Player Centric Model Critique 50 2.6 Time 52 2.7 Representational Dimensions 53 2.8 Observations and Conclusions 55 3. -
Pixelated Nature: Ecocriticism, Animals, Moral Consideration, And
Pixelated nature: ecocriticism, animals, moral consideration, and degrowth in videogames Natureza pixelada: ecocrítica, animais, consideração moral e decrescimento nos videogames RESUMO ABSTRACT O campo dos game studies eco- The field of ecocritical game stud- críticos cresceu significativamente ies has grown significantly in re- nos últimos anos. O entendimento cent years. Reading videogames dos videogames através das de- through the demands of the cli- mandas da crise climática e dos mate crisis and the social debates debates sociais sobre o que signi- around what ecology and nature ficam ecologia e natureza nos aju- mean helps us assess their role in da a avaliar seu papel na cultura e culture and as culture. This paper como cultura. Este artigo combina combines the analysis of game a análise de conteúdo do jogo e content and of the ways of play- das maneiras de jogar oferecidas ing afforded by that content to de- por esse conteúdo para delinear lineate a draft of a map of games um rascunho de um mapa de jogos about and in defense of nature. sobre e em defesa da natureza. As The guiding questions are how questões norteadoras são: como they create their discourses and esses jogos criam seus discursos what strategies they use for that, e quais estratégias eles usam em distinguishing between represen- prol de seus objetivos, fazendo tation (or how nature appears) and a distinção entre representação ecocriticism (or what is said about (ou como a natureza aparece) e the relationship between people ecocrítica (ou o que é dito sobre and their environment), as well as a relação entre as pessoas e seu what type of player behaviour they ambiente), bem como que tipo de allow and favour. -
P3zine Issue 12
FREE! NAVIGATE Issue 12 | March 2008 PLUS... ARMY OF TWO Rock Band 2008• Devil May CryTOP 4 • Persona 20 3 Come together PFree Magazine3 For PlayStationZ 3 Gamers. Readi it, Printn it, Send it to youre mates… MASSIVE PREVIEW! FAR CRY 2 GTA IV Jungle japes All the latest videos inside INTERVIEW! C&C TIBERIUM TNA iMPACT Squady style REVIEWED! REVIEWED! REVIEWED! Devil May Cry 4 Persona 3 Rock Band Bigger, badder and better 70 hours of RPG Take to the stage than ever before? loveliness with your mates CONTROL NAVIGATE | 02 The latest & QUICK FINDER Welcome DON’T MISS! greatest titles Every game’s just a click away This month’s highlights... on PS3 C&C: Tiberium GTA IV toP3Zine Shin Megami Far Cry 2 Army of Two Tensei: Persona 3 Disgaea 3 MX vs ATV Untamed Rockstar have done it again. No sooner as Mirror’s Edge TNA iMPACT the tumbleweed had threatened to roll Battlefield: BC Devil May Cry 4 through the streets of Liberty City and the Highlander Rock Band developers with marketing nous release not Final Fantasy XIII Persona 3 one, but five, video clips to whet the world’s MX vs ATV Team ICO The Club GTA appetite. Along with a website to boot. You can see all five cameo clips in our cover feature preview kicking off on page 8. MORE FREE MAGAZINES! LATEST ISSUES! Other cool stuff this issue? Check out Army of Two, have a gander at TNA iMPACT, and strut your stuff with Rock Band ahead of its imminent arrival this side of the pond. -
The Foundations of Song Bird
Running head: THE FOUNDATIONS OF SONG BIRD GENDER SPECTRUM NEUTRALITY AND THE EFFECT OF GENDER DICHOTOMY WITHIN VIDEO GAME DESIGN AS CONCEPTUALIZED IN: THE FOUNDATIONS OF SONG BIRD A CREATIVE PROJECT SUBMITTED TO THE GRADUATE SCHOOL IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE MASTER OF ARTS BY CALEB JOHN NOFFSINGER DR. MICHAEL LEE – ADVISOR BALL STATE UNIVERSITY MUNCIE, INDIANA DECEMBER 2018 THE FOUNDATIONS OF SONG BIRD 2 ABSTRACT Song Bird is an original creative project proposed and designed by Caleb Noffsinger at Ball State University for the fulfillment of a master’s degree in Telecommunication: Digital Storytelling. The world that will be established is a high fantasy world in which humans have risen to a point that they don’t need the protection of their deities and seek to hunt them down as their ultimate test of skill. This thesis focuses more so on the design of the primary character, Val, and the concept of gender neutrality as portrayed by video game culture. This paper will also showcase world building, character designs for the supporting cast, and examples of character models as examples. The hope is to use this as a framework for continued progress and as an example of how the video game industry can further include previously alienated communities. THE FOUNDATIONS OF SONG BIRD 3 TABLE OF CONTENTS Introduction . 4 Chapter 1: Literature Review. 8 Chapter 2: Ludology vs. Narratology . .14 Chapter 3: Song Bird, the Narrative, and How I Got Here. 18 Chapter 4: A World of Problems . 24 Chapter 5: The World of Dichotomous Gaming: The Gender-Neutral Character .