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Bill Rogers Collection Inventory (Without Notes).Xlsx
Title Publisher Author(s) Illustrator(s) Year Issue No. Donor No. of copies Box # King Conan Marvel Comics Doug Moench Mark Silvestri, Ricardo 1982 13 Bill Rogers 1 J1 Group Villamonte King Conan Marvel Comics Doug Moench Mark Silvestri, Ricardo 1982 14 Bill Rogers 1 J1 Group Villamonte King Conan Marvel Comics Doug Moench Ricardo Villamonte 1982 12 Bill Rogers 1 J1 Group King Conan Marvel Comics Doug Moench Alan Kupperberg and 1982 11 Bill Rogers 1 J1 Group Ernie Chan King Conan Marvel Comics Doug Moench Ricardo Villamonte 1982 10 Bill Rogers 1 J1 Group King Conan Marvel Comics Doug Moench John Buscema, Ernie 1982 9 Bill Rogers 1 J1 Group Chan King Conan Marvel Comics Roy Thomas John Buscema and Ernie 1981 8 Bill Rogers 1 J1 Group Chan King Conan Marvel Comics Roy Thomas John Buscema and Ernie 1981 6 Bill Rogers 1 J1 Group Chan Conan the King Marvel Don Kraar Mike Docherty, Art 1988 33 Bill Rogers 1 J1 Nnicholos King Conan Marvel Comics Roy Thomas John Buscema, Danny 1981 5 Bill Rogers 2 J1 Group Bulanadi King Conan Marvel Comics Roy Thomas John Buscema, Danny 1980 3 Bill Rogers 1 J1 Group Bulanadi King Conan Marvel Comics Roy Thomas John Buscema and Ernie 1980 2 Bill Rogers 1 J1 Group Chan Conan the King Marvel Don Kraar M. Silvestri, Art Nichols 1985 29 Bill Rogers 1 J1 Conan the King Marvel Don Kraar Mike Docherty, Geof 1985 30 Bill Rogers 1 J1 Isherwood, Mike Kaluta Conan the King Marvel Don Kraar Mike Docherty, Geof 1985 31 Bill Rogers 1 J1 Isherwood, Mike Kaluta Conan the King Marvel Don Kraar Mike Docherty, Vince 1986 32 Bill Rogers -
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. -
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. -
Q1 2007 8 Table of the Punch Line Contents
Q1 2007 8 Table of The Punch Line Contents 4 On the Grand Master’s Stage 34 Persona Visits the Wii Line Strider–ARC AnIllustratedCampoutfortheWii 6 Goading ‘n Gouging 42 Christmas Morning at the Ghouls‘nGoblinsseries Leukemia Ward TokyoGameShow2006 12 That Spiky-Haired Lawyer is All Talk PhoenixWright:AceAttorney–NDS 50 A Retrospective Survival Guide to Tokyo Game Show 14 Shinji Mikami and the Lost Art of WithExtra-SpecialBlueDragon Game Design Preview ResidentEvil-PS1;P.N.03,Resident Evil4-NGC;GodHand-PS2 54 You’ve Won a Prize! Deplayability 18 Secrets and Save Points SecretofMana–SNES 56 Knee-Deep in Legend Doom–PC 22 Giving Up the Ghost MetroidII:ReturnofSamus–NGB 58 Killing Dad and Getting it Right ShadowHearts–PS2 25 I Came Wearing a Full Suit of Armour But I Left Wearing 60 The Sound of Horns and Motors Only My Pants Falloutseries Comic 64 The Punch Line 26 Militia II is Machinima RuleofRose-PS2 MilitiaII–AVI 68 Untold Tales of the Arcade 30 Mega Microcosms KillingDragonsHasNever Wariowareseries BeenSoMuchFun! 76 Why Game? Reason#7:WhyNot!? Table Of Contents 1 From the Editor’s Desk Staff Keep On Keeping On Asatrustedfriendsaidtome,“Aslong By Matthew Williamson asyoukeepwritingandcreating,that’s Editor In Chief: Staff Artists: Matthew“ShaperMC”Williamson Mariel“Kinuko”Cartwright allIcareabout.”Andthat’swhatI’lldo, [email protected] [email protected] It’sbeenalittlewhilesinceourlast andwhatI’llhelpotherstodoaswell. Associate Editor: Jonathan“Persona-Sama”Kim issuecameout;Ihopeyouenjoyedthe Butdon’tworryaboutThe Gamer’s Ancil“dessgeega”Anthropy [email protected] anticipation.Timeissomethingstrange, Quarter;wehavebigplans.Wewillbe [email protected] Benjamin“Lestrade”Rivers though.Hasitreallybeenovertwo shiftingfromastrictquarterlysched- Assistant Editor: [email protected] yearsnow?Itgoessofast. -
Serial Historiography: Literature, Narrative History, and the Anxiety of Truth
SERIAL HISTORIOGRAPHY: LITERATURE, NARRATIVE HISTORY, AND THE ANXIETY OF TRUTH James Benjamin Bolling A dissertation submitted to the faculty at the University of North Carolina at Chapel Hill in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the Department of English and Comparative Literature. Chapel Hill 2016 Approved by: Minrose Gwin Jennifer Ho Megan Matchinske John McGowan Timothy Marr ©2016 James Benjamin Bolling ALL RIGHTS RESERVED ii ABSTRACT Ben Bolling: Serial Historiography: Literature, Narrative History, and the Anxiety of Truth (Under the direction of Megan Matchinske) Dismissing history’s truths, Hayden White provocatively asserts that there is an “inexpugnable relativity” in every representation of the past. In the current dialogue between literary scholars and historical empiricists, postmodern theorists assert that narrative is enclosed, moribund, and impermeable to the fluid demands of history. My critical intervention frames history as a recursive, performative process through historical and critical analysis of the narrative function of seriality. Seriality, through the material distribution of texts in discrete components, gives rise to a constellation of entimed narrative strategies that provide a template for human experience. I argue that serial form is both fundamental to the project of history and intrinsically subjective. Rather than foreclosing the historiographic relevance of storytelling, my reading of serials from comic books to the fiction of William Faulkner foregrounds the possibilities of narrative to remain open, contingent, and responsive to the potential fortuities of historiography. In the post-9/11 literary and historical landscape, conceiving historiography as a serialized, performative enterprise controverts prevailing models of hermeneutic suspicion that dominate both literary and historiographic skepticism of narrative truth claims and revives an ethics responsive to the raucous demands of the past. -
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. -
Regulating Violence in Video Games: Virtually Everything
Journal of the National Association of Administrative Law Judiciary Volume 31 Issue 1 Article 7 3-15-2011 Regulating Violence in Video Games: Virtually Everything Alan Wilcox Follow this and additional works at: https://digitalcommons.pepperdine.edu/naalj Part of the Administrative Law Commons, Comparative and Foreign Law Commons, and the Entertainment, Arts, and Sports Law Commons Recommended Citation Alan Wilcox, Regulating Violence in Video Games: Virtually Everything, 31 J. Nat’l Ass’n Admin. L. Judiciary Iss. 1 (2011) Available at: https://digitalcommons.pepperdine.edu/naalj/vol31/iss1/7 This Comment is brought to you for free and open access by the Caruso School of Law at Pepperdine Digital Commons. It has been accepted for inclusion in Journal of the National Association of Administrative Law Judiciary by an authorized editor of Pepperdine Digital Commons. For more information, please contact [email protected], [email protected], [email protected]. Regulating Violence in Video Games: Virtually Everything By Alan Wilcox* TABLE OF CONTENTS I. INTRODUCTION ................................. ....... 254 II. PAST AND CURRENT RESTRICTIONS ON VIOLENCE IN VIDEO GAMES ........................................... 256 A. The Origins of Video Game Regulation...............256 B. The ESRB ............................. ..... 263 III. RESTRICTIONS IMPOSED IN OTHER COUNTRIES . ............ 275 A. The European Union ............................... 276 1. PEGI.. ................................... 276 2. The United -
Page 22 Survival Horrality: Analysis of a Videogame Genre (1) Ewan
Page 22 Survival Horrality: Analysis of a Videogame Genre (1) Ewan Kirkland Introduction The title of this article is drawn from Philip Brophy’s 1983 essay which coins the neologism ‘horrality’, a merging of horror, textuality, morality and hilarity. Like Brophy’s original did of 1980s horror cinema, this article examines characteristics of survival horror videogames, seeking to illustrate the relationship between ‘new’ (media) horror and ‘old’ (media) horror. Brophy’s term structures this investigation around key issues and aspects of survival horror videogames. Horror relates to generic parallels with similarlylabelled film and literature, including gothic fiction, American horror cinema and traditional Japanese culture. Textuality examines the aesthetic qualities of survival horror, including the games’ use of narrative, their visual design and structuring of virtual spaces. Morality explores the genre’s ideological characteristics, the nature of survival horror violence, the familial politics of these texts, and their reflection on issues of institutional and bodily control. Hilarity refers to moments of humour and self reflexivity, leading to consideration of survival horror’s preoccupation with issues of vision, identification, and the nature of the videogame medium. ‘Survival horror’ as a game category is unusual for its prominence within videogame scholarship. Indicative of the amorphous nature of popular genres, Aphra Kerr notes: ‘game genres are poorly defined and evolve as new technologies and fashions emerge’;(2) an observation which applied as much to videogame academia as to the videogame industry. Within studies of the medium, various game types are commonly listed. These might include the shoot‘emup, the racing game, the platform game, the God game, the realtime strategy game, and the puzzle game,(3) the simulation, roleplaying, fighting/action, sports, traditional and ‘”edutainment”’ game,(4) or action, adventure, strategy and ‘processorientated’ games.(5) These clusters of game types tend to be broad, commonsensical, and undertheorized. -
Virtual Pacifism 1
Virtual Pacifism 1 SCREEN PEACE: HOW VIRTUAL PACIFISM AND VIRTUAL NONVIOLENCE CAN IMPACT PEACE EDUCATION A THESIS SUBMITTED TO THE GRADUATE SCHOOL IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE MASTER OF ARTS OF TELECOMMUNICATIONS BY JULIA E. LARGENT DR. ASHLEY DONNELLY – ADVISOR BALL STATE UNIVERSITY MUNCIE, INDIANA JULY 2013 Virtual Pacifism 2 Table of Contents Title Page 1 Table of Contents 2 Acknowledgement 3 Abstract 4 Foreword 5 Chapter One: Introduction and Justification 8 Chapter Two: Literature Review 24 Chapter Three: Approach and Gathering of Research 37 Chapter Four: Discussion 45 Chapter Five: Limitations and a Call for Further Research 57 References 61 Appendix A: Video Games and Violence Throughout History 68 Appendix B: Daniel Mullin’s YouTube Videos 74 Appendix C: Juvenile Delinquency between 1965 and 1996 75 Virtual Pacifism 3 Acknowledgement I would like to thank my committee members, Dr. Ashley Donnelly, Professor Nancy Carlson, and Dr. Paul Gestwicki, for countless hours of revision and guidance. I also would like to thank my friends and family who probably grew tired of hearing about video games and pacifism. Lastly, I would like to thank those nonviolent players who inspired this thesis. Without these individuals playing and posting information online, this thesis would not have been possible. Virtual Pacifism 4 Abstract Thesis: Screen Peace: How Virtual Pacifism and Virtual Nonviolence Can Impact Peace Education Student: Julia E. Largent Degree: Master of Arts College: Communication, Information, and Media Date: July 2013 Pages: 76 The following thesis discusses how virtual pacifism can be utilized as a form of activism and discussed within peace education with individuals of all ages in a society saturated with violent media. -
ISFE Comments on Commission Guidance
ISFE comments on the Guidance of the European Commission regarding the application of the Consumer Rights Directive and consumer information on online digital products ISFE1, the Interactive Software Federation of Europe represents the European videogame industry which produces entertainment and educational software for use on personal computers, game consoles, portable devices and mobile phones. The videogame industry is the fastest growing ‘content’ sector in Europe and is now estimated to be worth approximately € 10 billion annually.2 It also the leading developer and provider of new business models within that sector. These models are based on and in turn help sustain and develop Europe’s Digital Single Market by ensuring that video games are enjoyed across borders by millions of Europeans. ISFE understands and agrees with the need for adequate consumer protection legislation in Europe and considers this a prerequisite to build trust in the Digital Single Market. A uniform application of such legislation throughout Europe’s 28 member states would significantly contribute to the creation of a more harmonised regulatory environment and further develop the single market to the benefit of European citizens. ISFE therefore fully supports the work of the Commission to issue guidance on the application of the Consumer Rights Directive and on the consumer information requirements for online digital products and services in particular. ISFE member publishers distribute videogames in both packaged and fully digital formats and include games for consumer enjoyment both offline and online across a wide array of platforms, including PC, console and mobile. Digital distribution of game content, for both offline and online play, is one of the fastest growing parts of our industry and the greatest source of new cross border content. -
Pcsx2 9.5 Download
Pcsx2 9.5 download click here to download Archived downloads of the PCSX2 emulator for Windows, Linux and Mac.Plugins · PCSX2 v · Tools · PCSX2 v Downloads of the PCSX2 emulator for Windows, Linux and Mac. The source code of each PCSX2 release can be found here. PCSX2 is under the GPL v2/v3. Downloads of the PCSX2 emulator for Windows, Linux and Mac. Windows, Subcategories: 1, Files: The latest stable releases of PCSX2 for Windows. Downloads of the PCSX2 emulator for Windows, Linux and Mac. This is the 19th release of PCSX2, released on Windows installer, plugins included. Downloads of the PCSX2 emulator for Windows, Linux and Mac. This is the 22nd release of PCSX2, released on Full installer package for Windows. Here you can download pcsx shared files: PCSX2 v SVN R Beta Version www.doorway.ru www.doorway.ru Pcsx2 v 0 9 5 svn r pcsx2 version 2. Se scaricare newest flash games free download for windows 7 files da Subcategories: fatherless and tempered Shaun heckled taxpayers pcsx2 free. 64 download pcsx2 without fix. Re Dragonsoul's internet we are lost other anxieties with citizens. decent as of Sometimes but things get this may keep the. Emulator Name: PCSX2. System: Sony Playstation 2. Platform: Windows. Version: URL: Homepage. Download: www.doorway.ru Size: 12M. Playstation 2 Emulators pcsx2 is a PlayStation 2 emulator for Windows and Linux, started by the same team that brought you PCSX (a Sony PlayStation 1. i hope these settings will help you average fps are to download PCSX2 With all plugins and bios. -
I Like to Imagine That from a Factory That's About to Be Neglected, in Its Last Day, a NEW Weapon Is Conceived with the Waste Material
I like to imagine that from a factory that's about to be neglected, in its last day, a NEW weapon is conceived with the waste material. The barrel aggressively pointed at the developers: it's them, the programmers, that, acting on the frontier line, they'll decide the dreams and the future of our children. To Luis Anna D'Ambrosio This is the "vision" of The Game ... business and manipulation, the new project economART of AMY D Arte Spazio that for this occasion, it chose as partners and/or stakeolders Vittorio Schieroni, Alchemical Laboratory, Jaqueline Ceresoli, Neoludica, Ivan Venturi. The artists: Cecilia Borettaz, Constantine Zlatev, Massimiliano Camellini Team BloodyMontey (Paolo Tajè), Team Santa Ragione (Paolo Tajè, Pietro Righi Riva, Nicolò Tedeschi), Wannabe-Studios (Marco Piccinini, Francesco Botti, Marco Masselli, Riccardo Corradini, Stefano Restuccia, Loris Casagrandi) Team Indomitus Games (Federico Mussetola…) E-Ludo The art isn't Pegi+18 Virtual aggressiveness - real aggressiveness The giants of the entertainment gaming including 1 C, operating in Central and Eastern Europe, or the Korean Joymax, have reached so high turnovers that they have passed over the film industry's turnovers for several years. The Chinese industry of the video-game increased by 350.6% in 2012 as compared to the year before, reaching a 9.7 billion dollars profit. 90% of the earnings, that is 9.1 billion dollars, come from the online gaming (China Games Industry Report). The relationship between the weapons and the violent video-games industries is confirmed by the facts: Electronic Arts, which also makes the popular simulation of FIFA, has made a new edition of Medal of Honor Warfghter, in which guns, knives and other types of weapons used in the game were promoted.