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Vedio Games and DV
Dr Nandini C P DSNLU Visakhapatnam DATA 32% of American adults play video games and as of 2007 the number was increasing. ... Some research finds that violent video game use is correlated with, and may cause, increases in aggression and decreases in pro-social behaviour. Other research argues that there are no such effects of violent video games. India 300 Million gamers in India. 95% of them are below 30. Reports are indicating that the Gaming Industry in India itself by 2020 is more than 1.1 Billion Dollars. With a turnover of $890 million in 2018, the video game sector is still underdeveloped compared to other Asian countries, such as China and South Korea. However, many video game companies are beginning to invest, and India could become an important market for this sector. To conducted by KPMG, the number of game development companies in India today stands at around 275. This number was a mere 25 in the year 2010. Estimates suggest that India’s mobile games market will be worth $1.1 billion by 2020, and number of users projected to become 628 million by then. Minecraft Game and effect on children- New York The study was conducted on children aged between 8-12 years who were assigned to play three different versions of the game Minecraft. About 57 per cent of the 74 children who played the game with sword violence touched a gun, and about 44 per cent of the 70 kids who played the non-violent version touched a gun. Although, the research is limited by the artificial setting of a university laboratory and Minecraft is not a very violent game with no gore, the researchers encourage gun owners to secure their firearms and reduce children's exposure to violent video games. -
Imōto-Moe: Sexualized Relationships Between Brothers and Sisters in Japanese Animation
Imōto-Moe: Sexualized Relationships Between Brothers and Sisters in Japanese Animation Tuomas Sibakov Master’s Thesis East Asian Studies Faculty of Humanities University of Helsinki November 2020 Tiedekunta – Fakultet – Faculty Koulutusohjelma – Utbildningsprogram – Degree Programme Faculty of Humanities East Asian Studies Opintosuunta – Studieinriktning – Study Track East Asian Studies Tekijä – Författare – Author Tuomas Valtteri Sibakov Työn nimi – Arbetets titel – Title Imōto-Moe: Sexualized Relationships Between Brothers and Sisters in Japanese Animation Työn laji – Arbetets art – Level Aika – Datum – Month and Sivumäärä– Sidoantal – Number of pages Master’s Thesis year 83 November 2020 Tiivistelmä – Referat – Abstract In this work I examine how imōto-moe, a recent trend in Japanese animation and manga in which incestual connotations and relationships between brothers and sisters is shown, contributes to the sexualization of girls in the Japanese society. This is done by analysing four different series from 2010s, in which incest is a major theme. The analysis is done using visual analysis. The study concludes that although the series can show sexualization of drawn underage girls, reading the works as if they would posit either real or fictional little sisters as sexual targets. Instead, the analysis suggests that following the narrative, the works should be read as fictional underage girls expressing a pure feelings and sexuality, unspoiled by adult corruption. To understand moe, it is necessary to understand the history of Japanese animation. Much of the genres, themes and styles in manga and anime are due to Tezuka Osamu, the “god of manga” and “god of animation”. From the 1950s, Tezuka was influenced by Disney and other western animators at the time. -
How to Buy DVD PC Games : 6 Ribu/DVD Nama
www.GamePCmurah.tk How To Buy DVD PC Games : 6 ribu/DVD Nama. DVD Genre Type Daftar Game Baru di urutkan berdasarkan tanggal masuk daftar ke list ini Assassins Creed : Brotherhood 2 Action Setup Battle Los Angeles 1 FPS Setup Call of Cthulhu: Dark Corners of the Earth 1 Adventure Setup Call Of Duty American Rush 2 1 FPS Setup Call Of Duty Special Edition 1 FPS Setup Car and Bike Racing Compilation 1 Racing Simulation Setup Cars Mater-National Championship 1 Racing Simulation Setup Cars Toon: Mater's Tall Tales 1 Racing Simulation Setup Cars: Radiator Springs Adventure 1 Racing Simulation Setup Casebook Episode 1: Kidnapped 1 Adventure Setup Casebook Episode 3: Snake in the Grass 1 Adventure Setup Crysis: Maximum Edition 5 FPS Setup Dragon Age II: Signature Edition 2 RPG Setup Edna & Harvey: The Breakout 1 Adventure Setup Football Manager 2011 versi 11.3.0 1 Soccer Strategy Setup Heroes of Might and Magic IV with Complete Expansion 1 RPG Setup Hotel Giant 1 Simulation Setup Metal Slug Anthology 1 Adventure Setup Microsoft Flight Simulator 2004: A Century of Flight 1 Flight Simulation Setup Night at the Museum: Battle of the Smithsonian 1 Action Setup Naruto Ultimate Battles Collection 1 Compilation Setup Pac-Man World 3 1 Adventure Setup Patrician IV Rise of a Dynasty (Ekspansion) 1 Real Time Strategy Setup Ragnarok Offline: Canopus 1 RPG Setup Serious Sam HD The Second Encounter Fusion (Ekspansion) 1 FPS Setup Sexy Beach 3 1 Eroge Setup Sid Meier's Railroads! 1 Simulation Setup SiN Episode 1: Emergence 1 FPS Setup Slingo Quest 1 Puzzle -
Pembuatan Visual Novel Dengan Café Minigame Menggunakan Renpy
PEMBUATAN VISUAL NOVEL DENGAN CAFÉ MINIGAME MENGGUNAKAN RENPY NASKAH PUBLIKASI diajukan oleh Dian Rizka Munandri 06.11.1104 Kepada JURUSAN TEKNIK INFORMATIKA SEKOLAH TINGGI MANAJEMEN INFORMATIKA DAN KOMPUTER AMIKOM YOGYAKARTA 2012 MAKING OF VISUAL NOVEL WITH CAFÉ MINIGAME USING RENPY PEMBUATAN VISUAL NOVEL DENGAN CAFÉ MINIGAME MENGGUNAKAN RENPY Dian Rizka Munandri Jurusan Sistem Informatika STMIK AMIKOM YOGYAKARTA ABSTRACT The development of Video Game continued to become more and more complex. In a time, a new format of Video Game known as Visual Novel slowly raised in Japan. They are one of the game which called as Japanese Bishoujo Game and now know as one of the format used in Japan as one of the subcultere in Gaming History. Appears as a normal novel in a screen, Visual Novel brings together such as background picture, character, sound, animation and many media in a single game, making the novel more realistic. Indonesia, as well as other country, already set some of the people's eyes on Visual Novel. Some gather to make it, some gather to translated it, and the other sharing about it. Several also start their own Visual Novel creator program, like Pytom, Renpy creator which made it purely based on Phyton, which is also used in this paper. Renpy as a Visual Novel creator program brings more advantages than several other Visual Novel creator. Renpy use pure script to make one, which capable to make anything possible, as long as your programming is adequate. While it's also possible to make a standard Visual Novel, to make it more better than a standard, Beach Restaurant, the name of the Visual Novel in this paper, implemented 2 minigames in it. -
The Otaku Phenomenon : Pop Culture, Fandom, and Religiosity in Contemporary Japan
University of Louisville ThinkIR: The University of Louisville's Institutional Repository Electronic Theses and Dissertations 12-2017 The otaku phenomenon : pop culture, fandom, and religiosity in contemporary Japan. Kendra Nicole Sheehan University of Louisville Follow this and additional works at: https://ir.library.louisville.edu/etd Part of the Comparative Methodologies and Theories Commons, Japanese Studies Commons, and the Other Religion Commons Recommended Citation Sheehan, Kendra Nicole, "The otaku phenomenon : pop culture, fandom, and religiosity in contemporary Japan." (2017). Electronic Theses and Dissertations. Paper 2850. https://doi.org/10.18297/etd/2850 This Doctoral Dissertation is brought to you for free and open access by ThinkIR: The University of Louisville's Institutional Repository. It has been accepted for inclusion in Electronic Theses and Dissertations by an authorized administrator of ThinkIR: The University of Louisville's Institutional Repository. This title appears here courtesy of the author, who has retained all other copyrights. For more information, please contact [email protected]. THE OTAKU PHENOMENON: POP CULTURE, FANDOM, AND RELIGIOSITY IN CONTEMPORARY JAPAN By Kendra Nicole Sheehan B.A., University of Louisville, 2010 M.A., University of Louisville, 2012 A Dissertation Submitted to the Faculty of the College of Arts and Sciences of the University of Louisville in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy in Humanities Department of Humanities University of Louisville Louisville, Kentucky December 2017 Copyright 2017 by Kendra Nicole Sheehan All rights reserved THE OTAKU PHENOMENON: POP CULTURE, FANDOM, AND RELIGIOSITY IN CONTEMPORARY JAPAN By Kendra Nicole Sheehan B.A., University of Louisville, 2010 M.A., University of Louisville, 2012 A Dissertation Approved on November 17, 2017 by the following Dissertation Committee: __________________________________ Dr. -
Folha De Rosto ICS.Cdr
“For when established identities become outworn or unfinished ones threaten to remain incomplete, special crises compel men to wage holy wars, by the cruellest means, against those who seem to question or threaten their unsafe ideological bases.” Erik Erikson (1956), “The Problem of Ego Identity”, p. 114 “In games it’s very difficult to portray complex human relationships. Likewise, in movies you often flit between action in various scenes. That’s very difficult to do in games, as you generally play a single character: if you switch, it breaks immersion. The fact that most games are first-person shooters today makes that clear. Stories in which the player doesn’t inhabit the main character are difficult for games to handle.” Hideo Kojima Simon Parkin (2014), “Hideo Kojima: ‘Metal Gear questions US dominance of the world”, The Guardian iii AGRADECIMENTOS Por começar quero desde já agradecer o constante e imprescindível apoio, compreensão, atenção e orientação dos Professores Jean Rabot e Clara Simães, sem os quais este trabalho não teria a fruição completa e correta. Um enorme obrigado pelos meses de trabalho, reuniões, telefonemas, emails, conversas e oportunidades. Quero agradecer o apoio de família e amigos, em especial, Tia Bela, João, Teté, Ângela, Verxka, Elma, Silvana, Noëmie, Kalashnikov, Madrinha, Gaivota, Chacal, Rita, Lina, Tri, Bia, Quelinha, Fi, TS, Cinco de Sete, Daniel, Catarina, Professor Albertino, Professora Marques e Professora Abranches, tanto pelas forças de apoio moral e psicológico, pelas recomendações e conselhos de vida, e principalmente pela amizade e memórias ao longo desta batalha. Por último, mas não menos importante, quero agradecer a incessante confiança, companhia e aceitação do bom e do mau pela minha Twin, Safira, que nunca me abandonou em todo o processo desta investigação, do meu caminho académico e da conquista da vida e sonhos. -
The Rape Fantasy As Transformation in a Japanese Male-Male Pornographic Video Game Series
ABSTRACT Title ofThesis: “DESTROY ME!”: THE RAPE FANTASY AS TRANSFORMATION IN A JAPANESE MALE-MALE PORNOGRAPHIC VIDEO GAME SERIES Alexander Jackson Graves, Master of Arts, 2016 Thesis Directed By: Professor Martha Nell Smith, Department of English The thesis explores the use of the rape fantasy in Japanese male-male pornography through an analysis of Nitro+CHiRAL‟s DRAMAtical Murder and DRAMAticalMurder: re:connectas case studies of the larger genre and cultural history. The thesis puts Western and Japanese scholars in conversation with one another to encourage more academic attention to the emerging fields of Boys Love (BL) and pornographic video gaming. The methodology relies on intersections between gaming, sexuality, and trauma studies to deconstruct the DRAMAtical Murderseries‟ embodiments of rape with critical consideration to both the victim and the perpetrator. “DESTROY ME!”: THE RAPE FANTASY AS TRANSFORMATION IN A JAPANESE MALE-MALE PORNOGRAPHIC VIDEO GAME SERIES by Alexander Jackson Graves Thesis submitted to the Faculty of the Graduate School of the University of Maryland, College Park, in partial fulfillment of the requirements for the degree of Master of Arts 2016 Advisory Committee: Professor Martha Nell Smith, Chair Associate Professor Michele Mason Associate Professor Kellie Robertson © Copyright by Alexander Jackson Graves 2016 Note on Japanese Names and Terminology For the thesis, I have reproduced Japanese names with the family name appearing first (when known), followed by the personal or pen name. Citations of Western-language sources and Japanese scholars who publish in English are presented in the traditional order of the personal or pen name followed by the family name. Japanese terms are italicized with the long vowels indicated by macrons unless they are proper nouns (e.g., names of people, places, organizations, companies), have been assimilated into English language (e.g., samurai, manga, anime), or are commonplace names (e.g., Tokyo, Kyoto). -
The Politics of Asobigokoro in Enzai Falsely Accused
Playing with Pain: The Politics of Asobigokoro in Enzai Falsely Accused Playing with Pain: The Politics of Asobigokoro in Enzai Falsely Accused Tsugumi Okabe and Jérémie Pelletier-Gagnon Abstract The genre of boys’ love (BL), which generally refers to a body of works that depict fictional relationships between beautiful “boys,” is produced for and consumed mainly by women in Japan. Ludic expressions of sexuality and gender unique to BL have gained popularity on a global scale but have also drawn negative attention. In this article, we employ the concept of asobigokoro (playful spirit/heart) to highlight the importance of regional ideas of play and playfulness in game analysis. We argue that asobigokoro functions as a kind of counter-discourse as it privileges non- Eurocentric ways of knowing, understanding, and “playing” with representations of sexuality. Game analysis through an asobigokoro lens enriches the field of regional gaming by drawing on Japanese sociopolitical contexts to situate a reading of Japanese ludic representations. Asobigokoro stresses the importance of understanding cultural variations of “play” and “playfulness” in order to make sense of “taboo” subjects in culturally nuanced ways. In our textual analysis of Enzai: Falsely Accused, we discover that the simultaneous appropriation and subversion of violent and sexually explicit content, which characterizes the game’s asobigokoro, can be traced to Japanese feminist forms of asobi (play), which are rooted within the Yaoi tradition. 1. Introduction Among the various efforts to promote greater rights for women in Japan, in February 2016, the UN Committee for the Elimination of Discrimination Against Women (CEDAW) made a plea for banning “the sale of video games or cartoons involving rape and sexual violence against girls and women.” According to CEDAW, “stereotypes continue to be the root causes of sexual violence against women, and pornography, video games and animation products such as manga promote sexual violence against women and girls” (UN CEDAW 2016, 5, item 20b). -
Creating a Game Using Visual Novel Maker
Nguyen Dang Khoa CREATING A GAME USING VISUAL NOVEL MAKER CREATING A GAME WITH VISUAL NOVEL MAKER Nguyen Dang Khoa Bachelor’s thesis Spring 2019 Information Technology Oulu University of Applied Sciences ABSTRACT Oulu University of Applied Sciences Degree programme, in Information Technology Author: Nguyen Dang Khoa Title of the bachelor’s thesis: Creating a game using Visual Novel Maker Supervisor: Kari Laitinen Term and year of completion: Spring 2019 Number of pages: 91 The aim of this thesis was to study the game making engine, VNMaker. The aim was to create a playable demo using the engine from a beginner’s point of view and to test the effectiveness of VNMaker in assisting game development as a commercially used game engine. In this project, many core features of VNMaker were explored in-depth and ex- amples were given, including pictures and screenshot examples of the develop- ment process. Character artworks and UI were designed and drawn for the pur- pose of being used in the demo. The demo reached a playable state at the end of the work and a final evaluation of the tools was given. There was still more room for extra development on the demo such as better artwork, coding of UX and UI and playing experience, and writing for the story of the game. However, the purpose of the thesis was reached. VNMaker can be highly recommended for programmers and artists who are planning to work on their own visual novels. Keywords: game development, engine, software development, game design 3 PREFACE This thesis presents the final piece of study for my bachelor’s thesis at the Oulu University of Applied Sciences. -
The Women in Girl Games1 and Bishoujo 2 Games
Violence against Girls The Women in Girl Games1 and Bishoujo 2 Games Are video games really causing violence towards women? What follows is the perspective of a male 20-something gamer on the position of women in games. Kousuke Takahashi Let us consider the girl game and the but this serves as a symbol of their Bishoujo game genres to examine the portrayal dependence upon the player (an elder brother). of women in video games. If I were to define Opinions of people that actually have younger girl games, there are three defining traits. sisters vary. In reality, younger sisters are by Firstly, the main portion of the center screen no means dependent upon their older brothers, comprises of one or more images of female and thus as a symbol a certain impossibility characters. Secondly, a window is used for exists. conversing with the displayed character. In Bishoujo games with age restrictions Finally, the majority of the characters (users must be 18 or older), there is a similar appearing in the game must also be women. tendency that the goal of the game is to Bishoujo games contain an additional trait, that succeed in a relationship with girl characters in of concrete depictions of lustful acts. game. Kanon (2000, Visual Art's/Key) and The women in a girl game are usually ToHeart (1997, Leaf/AQUAPLUS) are good young and slender with large eyes and a small examples of this tendency and they would be nose; they have stereotypically attractive categorized somewhere between girl games appearances. Since this style is similar to and Bishoujo games. -
An Introduction to Videogame Genre Theory. Understanding Videogame Genre Framework
Athens Journal of Mass Media and Communications- Volume 2, Issue 1 – Pages 57-68 An Introduction to Videogame Genre Theory. Understanding Videogame Genre Framework By Tulia-Maria Cășvean Paraphrasing Eco, the "playing contract" should allow players to instantly recognize a genre. Videogames use resources from the fertile field of popular culture, exploiting models, pre-worked materials, well-known heroes, stereotypes, and myths. Since genres have multiple meanings, functions, production models and audience expectations that evolve through time, it is important to understand if a videogame genre framework exists or if there are just labels or marketing tools used by the game producers. Finding out if there is a blueprint for videogame genres requires the understanding of specific elements and their arrangement. Being aware that it is not possible to present an exhaustive genre categorization but only a general structure of the videogame genres, this paper uses the genres’ framework identified by Aaretsh, Smedstad and Sunnanå (2003) and integrates interviews with professionals. It also reviews the general and the specific genre literature and analyses the role and the characteristics of several elements that articulate the videogame genres. Keywords: genre theory, genres, popular culture, videogame Introduction Videogames are now available in a variety of forms, being connected to TV game consoles, to desktop applications, website games portals or to specific servers on the Internet. They can be played on consoles, handhelds, tablets or mobile phones, either by a single player, or with a few partners (multiplayer) or at a large scale with many other players online (MMORPG- Massively Multiplayer Online Role Play Games). -
Utawarerumono Mask of Deception Trophy Guide
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