END the POLICE STATE Editor in Chief | Stu Horvath
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Nordic Game Is a Great Way to Do This
2 Igloos inc. / Carcajou Games / Triple Boris 2 Igloos is the result of a joint venture between Carcajou Games and Triple Boris. We decided to use the complementary strengths of both studios to create the best team needed to create this project. Once a Tale reimagines the classic tale Hansel & Gretel, with a twist. As you explore the magical forest you will discover that it is inhabited by many characters from other tales as well. Using real handmade puppets and real miniature terrains which are then 3D scanned to create a palpable, fantastic world, we are making an experience that blurs the line between video game and stop motion animated film. With a great story and stunning visuals, we want to create something truly special. Having just finished our prototype this spring, we have already been finalists for the Ubisoft Indie Serie and the Eidos Innovation Program. We want to validate our concept with the European market and Nordic Game is a great way to do this. We are looking for Publishers that yearn for great stories and games that have a deeper meaning. 2Dogs Games Ltd. Destiny’s Sword is a broad-appeal Living-Narrative Graphic Adventure where every choice matters. Players lead a squad of intergalactic peacekeepers, navigating the fallout of war and life under extreme circumstances, while exploring a breath-taking and immersive world of living, breathing, hand-painted artwork. Destiny’s Sword is filled with endless choices and unlimited possibilities—we’re taking interactive storytelling to new heights with our proprietary Insight Engine AI technology. This intricate psychology simulation provides every character with a diverse personality, backstory and desires, allowing them to respond and develop in an incredibly human fashion—generating remarkable player engagement and emotional investment, while ensuring that every playthrough is unique. -
Volume CXXVIII, Number 19, April 1, 2011
FEATURes OP/ED A & E SPORTS A weekend of gardeneing Devisive leader sparked Tom reminisces with Spring Break at SISA campus debate in 1967 Bright Eyes recap >> page 4 >> pages 3 >> page 9 >> page 10 FRIDAY, APRIL 1, 2011 THE LAWRENTIAN Vol. CXXVIII, No. 19 Lawrence University's student newspaper since 1884 www.Lawrentian.com Sigma Phi Epsilon house search raises policy questions Tammy Tran meeting room have been closed Monday, March 21. Associate Features Editor and locked. Sigma Phi Epsilon has According to Uecke, there are ____________________________________ also been placed on social proba- two general ways that the admin- Associate Dean of Students tion and is prohibited from putting istration deals with drug use on for Campus Life, Amy Uecke and on any events this year. campus. If an individual student Assistant Dean of Students for The house is subject to ran- were to be caught violating drug Campus Life Curt Lauderdale went dom searches at any time, and policies, campus security would to the Sigma Phi Epsilon house members who were off campus address the situation individually. March 16 with the intention of tak- during spring break were given Campus Life staff would then fol- ing pictures of items in the house heavy warnings. low up with the student. that needed remodeling. According to junior Kyle “That follow up,” stated Uecke, Uecke noticed an open window Simon, the president of Sigma Phi “would usually take an educational with no screen from outside the Epsilon, the house will be up for approach. We would remind the house. When entering the common re-evaluation in one month, put- student of drug policies not only area to close the window, marijua- ting the group in a tough situation. -
Playing Shakespeare Vernon Guy Dickson Michael Lutz
SAA 2021: Playing Shakespeare Vernon Guy Dickson Michael Lutz Participant Abstracts Lindsay Adams, Saint Louis University "Empowerment or Erasure? Agency, Feminism, and Invisible Disability in Elsinore" The vital question at the heart of Hamlet is action or inaction; the play and its titular protagonist are obsessed with choice and performance. Elsinore deconstructs the narrative of Hamlet through a time-loop game mechanic that offers a seemingly endless, and at times almost crippling, number of possible choices—utilizing the genre of science-fiction and the video game medium to address its source material’s concern. Elsinore deconstructs the narrative of Hamlet through a time-loop game mechanic that offers a seemingly endless number of possible choices for Ophelia — there are thirteen different endings for Elsinore, each tellingly beginning with the line, “This is the fate I choose.” The choice is given back to her and by extension the player. Elsinore uses its medium to explore the discursive possibilities of Hamlet and acknowledge more than one narrative of womanhood. The game looks to re-imagine the play through an intersectional lens; in this adaptation Ophelia is a biracial woman who grapples with prejudice due to her interlocking identities. Yet this intersectionality does not seem to extend to her identity as a disabled woman. Elsinore chooses to erase Ophelia’s identity as a person living with a mental disability. Its feminist rewrites make Ophelia a protagonist with agency over her own choices but turns her madness into a performance or a false patriarchal assumption. It seems to be impossible for Ophelia to be both empowered and disabled, as if two are mutually exclusive. -
PER MUDARRAGARRIDO TFG.Pdf
LOS VIDEOJUEGOS COMO HERRAMIENTA DE COMUNICACIÓN, EDUCACIÓN Y SALUD MENTAL RESUMEN Desde su sencillo origen en 1958 con Tennis For Two y su consiguiente auge en los años 80, la industria del videojuego se ha ido reinventando para hacer de la experiencia del jugador algo totalmente único. Es más que evidente la gran trascendencia de los videojuegos en nuestra sociedad actual, llegando a ser una de las industrias con más ganancias en los últimos años y una de las que más consigue mantener fieles a sus seguidores, debido a todas sus capacidades y aspectos beneficiosos más allá del entretenimiento. Por todo ello, entendemos que, si los videojuegos son un medio tan consolidado y con tanta trascendencia social en el ámbito del ocio, también pueden llegar a tener aplicaciones en otros ámbitos o disciplinas. Esta cuestión es la que va a ser tratada en nuestra investigación, exponiendo como objetivos el llegar a conocer las distintas aplicaciones de los videojuegos en otros ámbitos, debido a sus posibles aspectos beneficiosos (sin dejar de tener en cuenta los perjudiciales) y analizando el cómo son vistos a través de los ojos de una sociedad crítica. Para realizar la investigación nos hemos apoyado en juegos como Life is Strange, Gris o Celeste, así como en entrevistas y encuestas realizadas a una sección de la población. La principal conclusión que podemos sacar de la investigación es que: aunque el uso de los videojuegos no es una metodología muy acogida por los profesionales de la psicología, tiene un gran efecto positivo entre las personas que padecen algún tipo de trastorno psicológico o que ha sufrido acoso. -
An Analysis of Gendered Violence in Life Is Strange and Before the Storm Mitchi Anne Maja University of South Carolina - Columbia, [email protected]
University of South Carolina Scholar Commons Senior Theses Honors College Spring 2019 Violence in the Hands of Women: An Analysis of Gendered Violence in Life is Strange and Before the Storm Mitchi Anne Maja University of South Carolina - Columbia, [email protected] Follow this and additional works at: https://scholarcommons.sc.edu/senior_theses Part of the Feminist, Gender, and Sexuality Studies Commons, Gender and Sexuality Commons, and the Other Film and Media Studies Commons Recommended Citation Maja, Mitchi Anne, "Violence in the Hands of Women: An Analysis of Gendered Violence in Life is Strange and Before the Storm" (2019). Senior Theses. 287. https://scholarcommons.sc.edu/senior_theses/287 This Thesis is brought to you by the Honors College at Scholar Commons. It has been accepted for inclusion in Senior Theses by an authorized administrator of Scholar Commons. For more information, please contact [email protected]. Maja 2 TABLE OF CONTENTS Abstract 3 Introduction 4 Method and Gameplay 15 Female Violence 23 Male Violence 48 Works Cited 52 Maja 3 ABSTRACT This thesis is an analysis of the video games Life is Strange and Before the Storm and how they serve to reflect social expectations and norms placed upon both women and men even today. Cultural studies recently accepted video games as a form of media to study, especially with the prevalence and accessibility of video games in various platforms. Violence in video games is culturally associated with men and the male audience; my analysis focuses on violence in the hands of women. By analyzing the choices I made as a player and how these games present their narratives and characters, I conclude that these video games, which are thus a reflection of society, still hold both women and men to a traditionalist standard. -