Office of Film and Literature Classification Comparing Classifications 2010 & 2011
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Just How Nasty Were the Video Nasties? Identifying Contributors of the Video Nasty Moral Panic
Stephen Gerard Doheny Just how nasty were the video nasties? Identifying contributors of the video nasty moral panic in the 1980s DIPLOMA THESIS submitted in fulfilment of the requirements for the degree of Magister der Philosophie Programme: Teacher Training Programme Subject: English Subject: Geography and Economics Alpen-Adria-Universität Klagenfurt Evaluator Univ.-Prof. Dr. Jörg Helbig, M.A. Alpen-Adria-Universität Klagenfurt Institut für Anglistik und Amerikanistik Klagenfurt, May 2019 i Affidavit I hereby declare in lieu of an oath that - the submitted academic paper is entirely my own work and that no auxiliary materials have been used other than those indicated, - I have fully disclosed all assistance received from third parties during the process of writing the thesis, including any significant advice from supervisors, - any contents taken from the works of third parties or my own works that have been included either literally or in spirit have been appropriately marked and the respective source of the information has been clearly identified with precise bibliographical references (e.g. in footnotes), - to date, I have not submitted this paper to an examining authority either in Austria or abroad and that - when passing on copies of the academic thesis (e.g. in bound, printed or digital form), I will ensure that each copy is fully consistent with the submitted digital version. I understand that the digital version of the academic thesis submitted will be used for the purpose of conducting a plagiarism assessment. I am aware that a declaration contrary to the facts will have legal consequences. Stephen G. Doheny “m.p.” Köttmannsdorf: 1st May 2019 Dedication I I would like to dedicate this work to my wife and children, for their support and understanding over the last six years. -
From Sexploitation to Canuxploitation (Representations of Gender in the Canadian ‘Slasher’ Film)
Maple Syrup Gore: From Sexploitation to Canuxploitation (Representations of Gender in the Canadian ‘Slasher’ Film) by Agnieszka Mlynarz A Thesis presented to The University of Guelph In partial fulfilment of requirements for the degree of Master of Arts in Theatre Studies Guelph, Ontario, Canada © Agnieszka Mlynarz, April, 2017 ABSTRACT Maple Syrup Gore: From Sexploitation to Canuxploitation (Representations of Gender in the Canadian ‘Slasher’ Film) Agnieszka Mlynarz Advisor: University of Guelph, 2017 Professor Alan Filewod This thesis is an investigation of five Canadian genre films with female leads from the Tax Shelter era: The Pyx, Cannibal Girls, Black Christmas, Ilsa: She Wolf of the SS, and Death Weekend. It considers the complex space women occupy in the horror genre and explores if there are stylistic cultural differences in how gender is represented in Canadian horror. In examining variations in Canadian horror from other popular trends in horror cinema the thesis questions how normality is presented and wishes to differentiate Canuxploitation by defining who the threat is. ACKNOWLEDGEMENTS I would like to express my deepest gratitude to Dr. Paul Salmon and Dr. Alan Filewod. Alan, your understanding, support and above all trust in my offbeat work ethic and creative impulses has been invaluable to me over the years. Thank you. To my parents, who never once have discouraged any of my decisions surrounding my love of theatre and film, always helping me find my way back despite the tears and deep- seated fears. To the team at Black Fawn Distribution: Chad Archibald, CF Benner, Chris Giroux, and Gabriel Carrer who brought me back into the fold with open arms, hearts, and a cold beer. -
On the Ball! One of the Most Recognizable Stars on the U.S
TVhome The Daily Home June 7 - 13, 2015 On the Ball! One of the most recognizable stars on the U.S. Women’s World Cup roster, Hope Solo tends the goal as the U.S. 000208858R1 Women’s National Team takes on Sweden in the “2015 FIFA Women’s World Cup,” airing Friday at 7 p.m. on FOX. The Future of Banking? We’ve Got A 167 Year Head Start. You can now deposit checks directly from your smartphone by using FNB’s Mobile App for iPhones and Android devices. No more hurrying to the bank; handle your deposits from virtually anywhere with the Mobile Remote Deposit option available in our Mobile App today. (256) 362-2334 | www.fnbtalladega.com Some products or services have a fee or require enrollment and approval. Some restrictions may apply. Please visit your nearest branch for details. 000209980r1 2 THE DAILY HOME / TV HOME Sun., June 7, 2015 — Sat., June 13, 2015 DISH AT&T CABLE DIRECTV CHARTER CHARTER PELL CITY PELL ANNISTON CABLE ONE CABLE TALLADEGA SYLACAUGA SPORTS BIRMINGHAM BIRMINGHAM BIRMINGHAM CONVERSION CABLE COOSA WBRC 6 6 7 7 6 6 6 6 AUTO RACING 5 p.m. ESPN2 2015 NCAA Baseball WBIQ 10 4 10 10 10 10 Championship Super Regionals: Drag Racing Site 7, Game 2 (Live) WCIQ 7 10 4 WVTM 13 13 5 5 13 13 13 13 Sunday Monday WTTO 21 8 9 9 8 21 21 21 8 p.m. ESPN2 Toyota NHRA Sum- 12 p.m. ESPN2 2015 NCAA Baseball WUOA 23 14 6 6 23 23 23 mernationals from Old Bridge Championship Super Regionals Township Race. -
Media Violence Do Children Have Too Much Access to Violent Content?
Published by CQ Press, an Imprint of SAGE Publications, Inc. www.cqresearcher.com media violence Do children have too much access to violent content? ecent accounts of mass school shootings and other violence have intensified the debate about whether pervasive violence in movies, television and video R games negatively influences young people’s behavior. Over the past century, the question has led the entertain ment media to voluntarily create viewing guidelines and launch public awareness campaigns to help parents and other consumers make appropriate choices. But lawmakers’ attempts to restrict or ban con - tent have been unsuccessful because courts repeatedly have upheld The ultraviolent video game “Grand Theft Auto V” the industry’s right to free speech. In the wake of a 2011 Supreme grossed more than $1 billion in its first three days on the market. Young players know it’s fantasy, Court ruling that said a direct causal link between media violence some experts say, but others warn the game can negatively influence youths’ behavior. — particularly video games — and real violence has not been proved, the Obama administration has called for more research into the question. media and video game executives say the cause of mas shootings is multifaceted and c annot be blamed on the enter - I tainment industry, but many researchers and lawmakers say the THIS REPORT N industry should shoulder some responsibility. THE ISSUES ....................147 S BACKGROUND ................153 I CHRONOLOGY ................155 D CURRENT SITUATION ........158 E CQ Researcher • Feb. 14, 2014 • www.cqresearcher.com AT ISSUE ........................161 Volume 24, Number 7 • Pages 145-168 OUTLOOK ......................162 RECIPIENT Of SOCIETY Of PROfESSIONAL JOURNALISTS AwARD fOR BIBLIOGRAPHY ................166 EXCELLENCE N AmERICAN BAR ASSOCIATION SILvER GAvEL AwARD THE NEXT STEP ..............167 mEDIA vIOLENCE Feb. -
Bachelor Thesis
BACHELOR THESIS “How does Sound Design Impact the Players Perception of the Level of Difficulty in a First Person Shooter Game?” Sebastian Darth 2015 Bachelor of Arts Audio Engineering Luleå University of Technology Department of Arts, Communication and Education 1 “How does sound design impact the players perception of the level of difficulty in a first person shooter game?” Sebastian Darth 2015 Bachelor of Science Audio Engineering Luleå University of Technology Department of Arts, Communication and Education 2 Abstract This research paper explore if a games sound design have an impact on a games perceived difficulty from a players point of view. The game industry produces many game titles that are similar in terms of mechanics and controls, for example, first person shooter games. This thesis investigates if the differences in sound design matter. Where many first person shooter games are very similar in terms of gameplay, controls and sound design, these sound designs are similar though not identical. With new information on how players use sound when they play games, interesting new games styles, mechanics and kinds of game-play could be explored. This study found that players use the sounds of his or her allies in the game more than any other sound when presented different tasks in games. It was also shown that players use the sound of weapon fire to know where their targets are and when they need to take cover to avoid defeat. Finally it was suggested that loud weapons might impact the perceived difficulty as it might cover the sounds of the various voices. -
UPC Platform Publisher Title Price Available 730865001347
UPC Platform Publisher Title Price Available 730865001347 PlayStation 3 Atlus 3D Dot Game Heroes PS3 $16.00 52 722674110402 PlayStation 3 Namco Bandai Ace Combat: Assault Horizon PS3 $21.00 2 Other 853490002678 PlayStation 3 Air Conflicts: Secret Wars PS3 $14.00 37 Publishers 014633098587 PlayStation 3 Electronic Arts Alice: Madness Returns PS3 $16.50 60 Aliens Colonial Marines 010086690682 PlayStation 3 Sega $47.50 100+ (Portuguese) PS3 Aliens Colonial Marines (Spanish) 010086690675 PlayStation 3 Sega $47.50 100+ PS3 Aliens Colonial Marines Collector's 010086690637 PlayStation 3 Sega $76.00 9 Edition PS3 010086690170 PlayStation 3 Sega Aliens Colonial Marines PS3 $50.00 92 010086690194 PlayStation 3 Sega Alpha Protocol PS3 $14.00 14 047875843479 PlayStation 3 Activision Amazing Spider-Man PS3 $39.00 100+ 010086690545 PlayStation 3 Sega Anarchy Reigns PS3 $24.00 100+ 722674110525 PlayStation 3 Namco Bandai Armored Core V PS3 $23.00 100+ 014633157147 PlayStation 3 Electronic Arts Army of Two: The 40th Day PS3 $16.00 61 008888345343 PlayStation 3 Ubisoft Assassin's Creed II PS3 $15.00 100+ Assassin's Creed III Limited Edition 008888397717 PlayStation 3 Ubisoft $116.00 4 PS3 008888347231 PlayStation 3 Ubisoft Assassin's Creed III PS3 $47.50 100+ 008888343394 PlayStation 3 Ubisoft Assassin's Creed PS3 $14.00 100+ 008888346258 PlayStation 3 Ubisoft Assassin's Creed: Brotherhood PS3 $16.00 100+ 008888356844 PlayStation 3 Ubisoft Assassin's Creed: Revelations PS3 $22.50 100+ 013388340446 PlayStation 3 Capcom Asura's Wrath PS3 $16.00 55 008888345435 -
Different PEGI Age Labels and Their Effect on Aggressive Affect, Aggressive Cognition and Arousal
Different PEGI age labels and their effect on aggressive affect, aggressive cognition and arousal David van Duuren 0056316 Masterthesis C&M Eerste begeleider: Dr. Ard Heuvelman Tweede begeleider: Maurice Tan, Msc 1 Abstract This study investigated the effects of three different Pan European Game Information (PEGI) age labels on aggression. These three different age labels, 3+, 12+ and 18+, were a reflection of three different degrees of violence. Based on the General Aggression Model (GAM), aggressive affect, aggressive cognition and arousal were measured by means of an experiment. The results show that aggressive affect increased after playing 18+ labeled video games, which was in line with the GAM. Aggressive cognition decreased after playing 18+ labeled video games, which contradicted the GAM. For arousal, no effect was found. However, the arousal measurement turned out not to be a valid reflection of arousal in the GAM. Since no comparison between PEGI and other video game content rating systems has taken place and since there is uncertainty about the effect of violent video games on aggressive behavior in general, it is not possible to draw any conclusions about the academic value of PEGI. 2 Introduction The video game industry is a large industry, and growing. Having its origins in the 70s, video games at that time were very primitive compared to current standards. Hand in hand with technological innovations since that period, video games have become more and more realistic. Realism in video games can manifest itself in different ways: graphical improvement is an important one. In the beginning, video games were nothing more than a number of geometrical shapes, nowadays they are a clear resemblance of the real world. -
Nicole Vickery Thesis (PDF 10MB)
ENGAGING IN ACTIVITIES: THE FLOW EXPERIENCE OF GAMEPLAY Nicole E. M. Vickery Bachelor of Games and Interactive Entertainment, Bachelor of Information Technology (First Class Honours) Submitted in fulfilment of the requirements for the degree of Doctor of Philosophy School of Electrical Engineering and Computer Science Science and Engineering Faculty Queensland University of Technology 2019 Keywords Videogames; Challenge; Activities; Gameplay; Play; Activity Theory; Dynamics; Flow; Immersion; Game design; Conflict; Narrative. i Abstract Creating better player experience (PX) is dependent upon understanding the act of gameplay. The aim of this thesis is to develop an understanding of enjoyment in dynamics actions in-game. There are few descriptive works that capture the actions of players while engaging in playing videogames. Emerging from this gap is our concept of activities, which aims to help describe how players engage in both game-directed (ludic), and playful (paidic) actions in videogames. Enjoyment is central to the player experience of videogames. This thesis utilises flow as a model of enjoyment in games. Flow has been used previously to explore enjoyment in videogames. However, flow has rarely been used to explore enjoyment of nuanced gameplay behaviours that emerge from in-game activities. Most research that investigates flow in videogames is quantitative; there is little qualitative research that describes ‘how’ or ‘why’ players experience flow. This thesis aims to fill this gap by firstly understanding how players engage in activities in games, and then investigating how flow is experience based on these activities. In order to address these broad objectives, this thesis includes three qualitative studies that were designed to create an understanding of the relationship between activities and flow in games. -
Re-Reading the Monstrous-Feminine : Art, Film, Feminism and Psychoanalysis Ebook
RE-READING THE MONSTROUS-FEMININE : ART, FILM, FEMINISM AND PSYCHOANALYSIS PDF, EPUB, EBOOK Nicholas Chare | 268 pages | 18 Sep 2019 | Taylor & Francis Ltd | 9781138602946 | English | London, United Kingdom Re-reading the Monstrous-Feminine : Art, Film, Feminism and Psychoanalysis PDF Book More Details Creed challenges this view with a feminist psychoanalytic critique, discussing films such as Alien, I Spit on Your Grave and Psycho. Average rating 4. Name required. Proven Seller with Excellent Customer Service. Enlarge cover. This movement first reached success in the Pitcairn Islands, a British Overseas Territory in before reaching the United States in , and the United Kingdom in where women over thirty were only allowed to vote if in possession of property qualifications or were graduates of a university of the United Kingdom. Sign up Log in. In comparison, both films support the ideas of feminism as they depict women as more than the passive or lesser able figures that Freud and Darwin saw them as. EMBED for wordpress. Doctor of Philosophy University of Melbourne. Her argument that man fears woman as castrator, rather than as castrated, questions not only Freudian theories of sexual difference but existing theories of spectatorship and fetishism, providing a provocative re-reading of classical and contemporary film and theoretical texts. Physical description viii, p. The Bible, if read secularly, is our primal source of horror. The initial display of women as villains despite the little screen time will further allow understanding of the genre of monstrous feminine and the roles and depths allowed in it which may or may not have aided the feminist movement. -
Pegi Annual Report
PEGI ANNUAL REPORT ANNUAL REPORT INTRODUCTION 2 CHAPTER 1 The PEGI system and how it functions 4 AGE CATEGORIES 5 CONTENT DESCRIPTORS 6 THE PEGI OK LABEL 7 PARENTAL CONTROL SYSTEMS IN GAMING CONSOLES 7 STEPS OF THE RATING PROCESS 9 ARCHIVE LIBRARY 9 CHAPTER 2 The PEGI Organisation 12 THE PEGI STRUCTURE 12 PEGI S.A. 12 BOARDS AND COMMITTEES 12 THE PEGI CONGRESS 12 PEGI MANAGEMENT BOARD 12 PEGI COUNCIL 12 PEGI EXPERTS GROUP 13 COMPLAINTS BOARD 13 COMPLAINTS PROCEDURE 14 THE FOUNDER: ISFE 17 THE PEGI ADMINISTRATOR: NICAM 18 THE PEGI ADMINISTRATOR: VSC 20 PEGI IN THE UK - A CASE STUDY? 21 PEGI CODERS 22 CHAPTER 3 The PEGI Online system 24 CHAPTER 4 PEGI Communication tools and activities 28 Introduction 28 Website 28 Promotional materials 29 Activities per country 29 ANNEX 1 PEGI Code of Conduct 34 ANNEX 2 PEGI Online Safety Code (POSC) 38 ANNEX 3 The PEGI Signatories 44 ANNEX 4 PEGI Assessment Form 50 ANNEX 5 PEGI Complaints 58 1 INTRODUCTION Dear reader, We all know how quickly technology moves on. Yesterday’s marvel is tomorrow’s museum piece. The same applies to games, although it is not just the core game technology that continues to develop at breakneck speed. The human machine interfaces we use to interact with games are becoming more sophisticated and at the same time, easier to use. The Wii Balance Board™ and the MotionPlus™, Microsoft’s Project Natal and Sony’s PlayStation® Eye are all reinventing how we interact with games, and in turn this is playing part in a greater shift. -
The Loved Ones (2009)
Screen Sound n3, 2012 ALL MASHED UP? Songs, Music and Allusionism in The Loved Ones (2009) Philip Hayward Abstract This article considers Australian director Sean Byrne’s 2009 horror/comedy feature film The Loved Ones with particular regard to its uses of allusionism within a popular genre context.1 Within this focus, the article explores the various musical components of the soundtrack (including critical use of specific songs), the creative template determined by the director and the creative input and decision making of various members of the production team. In this manner, the article profiles the film’s audio-visual text, the perceptions and motivations of the production team and considers how these relate to the film’s reception and box-office performance. Keywords The Loved Ones, allusionism, film songs, soundtrack, Australian film Allusionism — An Introduction Back in 1982 the film theorist Noel Carroll considered and, it is not unfair to say, fretted over, the prevalence of allusionism in a range of popular films. Carroll’s critical persona and aesthetic approach drew on two strands: the auteur school of film criticism that attempted to identify distinguished creative authors working within the (supposedly largely undistinguished) mainstream film industry; and a parallel interest in and commitment to the modernism of the western cinematic avant-garde. His anxiety over allusionism in popular cinema arose from a position that considered that, while classic auteur cinema and (successful) modernist works could be identified to have allusionism skillfully woven into the fabric of their texts (and, more broadly, into their author’s aesthetic visions), a range of popular cultural texts seemed increasingly inclined to simply display their allusionism without any deep or thematically significant intent. -
05-15-14 Karlsen Digra Proofread
Analysing the history of game controversies Faltin Karlsen Norwegian School of Information Technology Schweigaardsgate 14 N-0185 +47 90 73 70 88 [email protected] ABSTRACT The aim of this paper is to discuss some of the controversies that have surrounded digital games. Within media studies, such controversies are often referred to as moral panics or media panics. They are understood as cyclical events that arise when new media or media phenomena are introduced into society. The paper’s point of departure is the controversy that erupted after the launch of Death Race in 1976, which initiated the first world- spanning debate concerning digital games and violence. Similar debates followed the launch of games like Doom and Mortal Kombat. More recent controversies about game violence have erupted specifically in the wake of school shootings. My analysis shows that, while these debates certainly share similarities, they also undergo important transformations over time. Via a historical perspective, I will demonstrate the importance of these changes to our understanding of the status of digital games in society. Keywords moral panic, media panic, game violence, media regulation, media history INTRODUCTION The concept of media panic is often invoked when public controversies arise around digital games or other media. A media panic is a heated public debate that is most often ignited when a new medium enters society. Concern is usually expressed on behalf of children or youth, and the medium is described as seductive, psychologically harmful, or immoral (Drotner 1999). While media panics tend to revolve around new media, slightly older media, like newspapers and television, are where these concerns are expressed.