Game Narrative Review
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Acquiring Literacy: Techne, Video Games and Composition Pedagogy
ACQUIRING LITERACY: TECHNE, VIDEO GAMES AND COMPOSITION PEDAGOGY James Robert Schirmer A Dissertation Submitted to the Graduate College of Bowling Green State University in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY August 2008 Committee: Kristine L. Blair, Advisor Lynda D. Dixon Graduate Faculty Representative Richard C. Gebhardt Gary Heba © 2008 James R. Schirmer All Rights Reserved iii ABSTRACT Kristine L. Blair, Advisor Recent work within composition studies calls for an expansion of the idea of composition itself, an increasing advocacy of approaches that allow and encourage students to greater exploration and more “play.” Such advocacy comes coupled with an acknowledgement of technology as an increasingly influential factor in the lives of students. But without a more thorough understanding of technology and how it is manifest in society, any technological incorporation is almost certain to fail. As technology advances along with society, it is of great importance that we not only keep up but, in fact, reflect on process and progress, much as we encourage students to do in composition courses. This document represents an exercise in such reflection, recognizing past and present understandings of the relationship between technology and society. I thus survey past perspectives on the relationship between techne, phronesis, praxis and ethos with an eye toward how such associative states might evolve. Placing these ideas within the context of video games, I seek applicable explanation of how techne functions in a current, popular technology. In essence, it is an analysis of video games as a techno-pedagogical manifestation of techne. With techne as historical foundation and video games as current literacy practice, both serve to improve approaches to teaching composition. -
Title of Thesis
Bachelor’s thesis Information Technology | Game Development 2018 Suomela Aino VISUAL DESIGN AND LOCALIZATION OF VIDEO GAMES – From Japan to Europe BACHELOR’S THESIS | ABSTRACT TURKU UNIVERSITY OF APPLIED SCIENCES Supervisor: Principal Lecturer Mika Luimula, Adj. Prof Information Technology | Game Development 2018 | 35 Aino Suomela VISUAL DESIGN AND LOCALIZATION OF VIDEO GAMES • From Japan to Europe The purpose of this thesis is to explore the visual design and localization of video games in terms of basic UI design and character design in Japanese and Western, especially Finnish, styles. The two focal points are key differences between the two styles. The theoretical section of this thesis focuses on basic principles of design and factors that make a well-defined character, as well as the reasons behind the current styles in contemporary game art. The practical section was carried out in Tohoku University with the professor Keizo Sato, the commissioner of the thesis. The goal was to localize a Japanese physiotherapy game to Finnish and European markets. To achieve this goal, a questionnaire was carried out to research of style preferences of Finnish and Japanese to see if there were certain aspects that should be added or avoided when changing the game. The survey featured images from Japanese and Western media and was distributed to Finnish and Japanese responders. The data was analyzed and based on the results the graphical design of the European version of the game started. The new graphics were created with Adobe Illustrator to make them easily adjustable and to be similar with the original graphics made with Illustrator as well. -
Okami Wii Torrent
Okami wii torrent Continue GamesTorrents zgt; Games for the WII zgt; Name: Okami Platform: Wii Languages: Genre: Action Format: ISO Size: 4.29 GB Date: 04-02-2010 Issue: The quality: Region: 0 Okami is a highly visual game that has a graphic environment with mind-blowing design at all times. In Okami you play the role of the goddess Amaterasu, the goddess of the sun in the land of the rising sun. But first it is overthrown with most of its power and in the form of a wolf. To regain his power, he must seek the 13 gods of the scriptures that were formerly a part of it, and reconvene. Thus, the goddess must explore the heavenly and human kingdom in search of the restoration of its ancient power, while facing various challenges and enemies. But Okami doesn't just live on its schedule. At first it may seem like an adventure like any other, with attacks, jumping and going back and forth. But as you play you will find that in the okami gameplay section it also offers originality. Gods of Writing is not accidental, because in the world of this game the divine essence is in words, which gives meaning to the existence of things. This philosophical concept is applied in a game with the need to draw in order to move forward. With gameplay that adapts perfectly to console control, thanks to Celestial Brush, with which you can control a variety of skills in the game by making different touches across the screen, a feature that perfectly complements Nintendo's Wiimote Wii. -
University of Florida Thesis Or Dissertation Formatting
GAME COMPOSITION: WRITING WITH(IN) DIGITAL GAMES By KYLE BOHUNICKY A DISSERTATION PRESENTED TO THE GRADUATE SCHOOL OF THE UNIVERSITY OF FLORIDA IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY UNIVERSITY OF FLORIDA 2018 1 © 2018 Kyle Bohunicky 2 To Melissa, Dave, and Chuck for reading and revising my gameplay 3 ACKNOWLEDGMENTS I owe my deepest gratitude to the committee for the innumerable contributions they have made to both the dissertation and to my development as a scholar. Their patience, insight, and shrewd judgement at critical junctures over the course of this project tempered my bouts of scholarly stubbornness and creative capriciousness, teaching me how to craft my writing into the manuscript you have before you. In particular, I thank Professor Dobrin, my director, for granting me what many graduate students working under scholars of similar renown rarely receive: space to play. Without his willingness to generously humor all nature of ideas, I doubt that I would have had the freedom to present what would eventually become this dissertation. Moreover, Professor Dobrin’s groundbreaking contributions to Writing Studies and Rhetoric and Composition need to be recognized as they made possible both my conception of writing as well as the conversations to which this project contributes. Without his direct and indirect efforts, this dissertation simply could not exist. Professor Harpold and Professor Gries have both been guiding lights throughout the years—I would be lost without their direction as committee members and mentors. In 2009, Professor Harpold kindly agreed to meet and discuss opportunities for graduate work with digital media in UF’s Department of English. -
Representations of Japan by the Video Game Industry: the Case of Ôkami from a Japanophile Perspective
Representations of Japan by the video game industry: the case of Ôkami from a Japanophile perspective Marc Llovet Ferrer University of Tampere Faculty of Communication Sciences Internet and Game Studies M.Sc. Thesis Supervisors: Tuomas Harviainen, Heikki Tyni December 2017 University of Tampere Faculty of Communication Sciences Internet and Game Studies Llovet Ferrer, Marc: Representations of Japan by the video game industry: the case of Ôkami from a Japanophile perspective. M.Sc. Thesis, 83 pages December 2017 Abstract Video games contain representations, and these can have effects on players, for example on the ways they understand certain concepts or see certain places. The purpose of this thesis is to delve into how Japan is represented in video games. With that target in mind, the video game Ôkami (Clover Studio, 2008) for Nintendo's Wii console has been analyzed as a case study, and the potential effects of its representations have been reflected on. In order to carry out this work, the context of the Japanese popular culture industry has been considered, while the particular perspective of a Japanophile has been adopted. The first concept refers to the combination of enterprises responsible of popularizing Japanese culture internationally through products (with manga, anime and video games as leaders) since the last years of the 20th century. Regarding Japanophiles, they are understood in this thesis as the most avid (non-Japanese) consumers of those products who, carried by a 'Japanophile' euphoria, have formed a social movement and an identity that are bound to Japanese culture. The methods employed have mainly been an extensive literature review and a game analysis. -
Identity, Identification, and Media Representation in Video Game Play: an Audience Reception Study
University of Pennsylvania ScholarlyCommons Publicly Accessible Penn Dissertations Fall 2010 Identity, Identification, and Media Representation in Video Game Play: An audience reception study Adrienne Shaw University of Pennsylvania, [email protected] Follow this and additional works at: https://repository.upenn.edu/edissertations Part of the Communication Technology and New Media Commons, Critical and Cultural Studies Commons, Feminist, Gender, and Sexuality Studies Commons, Gender, Race, Sexuality, and Ethnicity in Communication Commons, and the Race, Ethnicity and Post-Colonial Studies Commons Recommended Citation Shaw, Adrienne, "Identity, Identification, and Media Representation in Video Game Play: An audience reception study" (2010). Publicly Accessible Penn Dissertations. 286. https://repository.upenn.edu/edissertations/286 This paper is posted at ScholarlyCommons. https://repository.upenn.edu/edissertations/286 For more information, please contact [email protected]. Identity, Identification, and Media Representation in Video Game Play: An audience reception study Abstract ABSTRACT IDENTITY, IDENTIFICATION AND MEDIA REPRESENTATION IN VIDEO GAME PLAY: AN AUDIENCE RECEPTION STUDY Adrienne Shaw Supervisor: Dr. Katherine Sender Research on minority representation in video games usually asserts: 1. the industry excludes certain audiences by not representing them; 2. everyone should be provided with characters they can identify with; and 3. media representation has knowable effects. In contrast, this dissertation engages with audiences’ relationship to gamer identity, how players interact with game texts (identification and interaction), and their thoughts about media representation. This dissertation uses interviews and participant observation to investigate why, when and how representation is important to individuals who are members of marginalized groups, focusing on sexuality, gender and race, in the U.S. -
Videogames and the Sublimation of Nature
PIXELATED FRONTIERS: VIDEOGAMES AND THE SUBLIMATION OF NATURE A Thesis submitted to the Faculty of the Graduate School of Arts and Sciences of Georgetown University in partial fulfillment of the requirements for the degree of Master of Arts in English By Bridget L. Sellers, B.A. Washington, D.C. April 18, 2019 Copyright 2019 by Bridget L. Sellers All Rights Reserved ii PIXELATED FRONTIERS: VIDEOGAMES AND THE SUBLIMATION OF NATURE Bridget L. Sellers, B.A. Thesis Advisor: Amanda Phillips, Ph.D. ABSTRACT Continuing a legacy begun with cyberspace’s metaphorical alignment with explorable “frontiers,” videogames (re)mediate environmental aesthetics and spatial experience. To examine this phenomenon, this thesis begins dissecting the trope of ecological recovery. This structuring logic redeploys Cartesian dualism and purity politics while addressing the player’s desire to enact a meaningful connection with “nature.” The subsequent analysis builds from this tension between the game’s structuring logics, which endorse violent rhetorics of mastery and control, and the player’s affective attachment to “greenness” as such. Chapter 1 defines the aesthetics of open world game design to unwind the ethical orientations this design model both inhibits and facilitates. This unwinding characterizes open world as a design practice that articulates unbounded freedom while occluding its own limitations. While the logic of open world instrumentalizes player exploration, this chapter positions the ambiguous practices of slow wandering as defiant of the violent consumption of space. To further untangle how games organize player desire and organize the player’s experience of space, Chapter 2 describes developments of map designs in the Legend of Zelda franchise as a case study. -
The Way of Shinto Through Modern Japan
Háskóli Íslands. Hugvísindasvið. Japanskt mál og menning. The Way of Shinto Through Modern Japan. Ritgerð til B.A.-prófs í Japönsku máli og menningu Helena Konráðsdóttir Kt.: 300995-2419 Leiðbeinandi: Gunnella Þorgeirsdóttir Maí 2020 2 Abstract This essay examines the Japanese religious environment, how Shinto is connected to other religions as well as exploring how modern-day Japan is almost always influenced by Shinto one way or another. Firstly, the religious environment of Japan is explained as well as how Japan works as a syncretic religious system, as well as the difference between the terms of religion and belief and their definition. The origin of Shinto, as well as the different sects and the often referred to eight million gods, will be looked at and explained thoroughly. In the end Shinto as it appears in Miyazaki's movies, modern-day movies, video games, and Marie Kondo will be inspected thoroughly and described in more detail. The question presented in this essay is if Shinto should be classified as a belief or as a religion and also if modern influencers such as Marie Kondo have been influencing people by bringing Shinto into their lives with her tidying methods, without people being fully aware of it. 3 Table of Contents Introduction .............................................................................................................................. 4 1. The Japanese Religious Environment ............................................................................ 6 Religion vs Belief and a Religious Syncretistic -
The Mythology of Okami Archive
The Mythology of Okami Archive You're on the first page. | New Search | You're on the last page. (Displaying all posts 0 through 215 of 215) Okami Tea Giveaway! [ Posted Sun, 27 Oct 2013 01:48:00 ] To celebrate 700 followers on this blog, and also because I just finished Okami again, I’m going to give away some Okami tea blends! Whether you’re fresh in the world of tea, a loose-leaf veteran, or anywhere in between, this could be a great chance to try something new. Anyway, what could be better than Okami and free stuff? On November 10, I will pick one random winner. Likes and reblogs both count. I will ship to anywhere in the world! If the winner is within the contiguous US, you may choose any two 3-ounce pouches of tea you like. However, due to the cost of international shipping, a winner outside that zone may choose one. (This stipulation is subject to change depending on my funds when this ends, though!) Good luck! c: Tagged with: okami, okamiden, tea Princess Kaguya [ Posted Fri, 25 Oct 2013 16:45:00 ] The legend of Kaguya-hime, known as the Tale of the Bamboo-Cutter, dates back to the 10th century, and is the earliest surviving Japanese narrative. Her story is largely simplified, but kept mostly intact compared to other stories in Okami, except for the iron bamboo shoot. This tale is considered proto-science fiction, so it seems all the more fitting that Okami took it a step further into modern sci-fi. -
Creating Okami Inspired Shader in Unity's Shader
Creating Okami Inspired Shader in Unity’s Shader Graph Aino Kuismin BACHELOR’S THESIS November 2020 Business Information Systems Game Development TIIVISTELMÄ Tampereen ammattikorkeakoulu Tietojenkäsittelyn tutkinto-ohjelma Pelituotanto KUISMIN, AINO: Creating Okami Inspired Shader in Unity’s Shader Graph Opinnäytetyö 33 sivua Marraskuu 2020 Opinnäytetyössä tutkitaan, kuinka Okami -pelin tunnusomainen grafiikka on tehty sekä mistä se on saanut inspiraationsa. Saman tyylistä grafiikkaa pyritään luo- maan työkaluilla, joihin Tampereen ammattikorkeakoulun tietojenkäsittelyn tut- kinto-ohjelmassa ja eritoten pelituotannon puolella tutustutaan opintojen aikana. Nämä työkalut ovat sellaisia, joihin jokaisella opiskelijalla on mahdollisuus päästä käsiksi vaivattomasti ja edullisesti. Tavoitteena työssä oli luoda Okami-pelin visuaalista tyyliä jäljittelevä varjostin Shader Graphilla, Unity-pelimoottorin sisäänrakennetulla työkalulla, jolla voi luoda varjostimia ilman, että tarvitsee kirjoittaa riviäkään koodia. Okamille tyypil- listä ovat mustat paksut eläväiset ääriviivat ja maalauksellinen ulkonäkö. Okamin visuaalinen ilme onkin ottanut vahvasti inspiraatiota japanilaisesta maalaustek- niikasta nimeltä Sumi-e. Opinnäytetyön teoriaosuus koostuu Okami-pelin esittelystä, sekä sen visuaalisen tyylin ja grafiikan tutkimisesta, hieman syvemmästä katsauksesta japanilaisen Sumi-e maalaustaiteen maailmaan ja Unity-pelimoottorista löytyvien varjostin- mahdollisuuksien tutkimisesta. Työn käytännön osassa käydään läpi työvaiheet yksinkertaisen 3D-mallin -
Master's Thesis
Virtual Worlds Apart A Comparative Study on Digital Games in Japan and the West Taija Kanerva Master’s Thesis University of Helsinki Department of World Cultures April 2015 Supervisor: Professor Rein Raud i Acknowledgements I would like to take this opportunity to gratefully acknowledge the help and contributions of the following people. First of all, I’d like to extend my heartfelt thanks to Mr. Shintaro Kanaoya for irreplaceable and professional insight to the game industry both from a Japanese and Western point-of-view. Furthermore, big thanks go to the following gentlemen of the Finnish game industry for answering my interview questions; Joonas Laakso, Antti St. Stén, Antti Szurawitzki, and Antti Sonninen. I humbly bow to Patrick W. Galbraith, Masashi Harikae, Tsubasa Hirasawa, Yu Yabiku, Daisuke Shiina for spreading and answering my survey directed to Japanese gamers. Thank you to Daisuke Shiina and Sanae Ito for checking my grammar! Your help has been priceless. Moreover I thank Johannes Koski for some useful source material and for a fruitful discussion about Japanese games. Finally, I am forever grateful to Karri Kiviluoma. His support during the making of this thesis has been irreplaceable. Thank you for the endless amount of patience, strength and encouraging words! ii Abstract This thesis is a comparative and qualitative study of Japanese and Western digital games and gaming cultures with the focus on the Japanese video games market. The objective is to find differences between Japanese and Western games and gaming cultures, and the thesis falls into the academic fields of game studies and cultural anthropology. -
Games from Spain”, a Publication Which Provides a Complete Picture of Spain’S Videogame Industry and Highlights Its Values and Its Talent
GUIDE TO 2019 2019 NIPO: 114190486 EUROPEAN UNION NIPO: 114190491 D.L.: M-8502-2019 EUROPEAN REGIONAL DEVELOPMENT A way to make Europe Message from The CEO of ICEX, Spain Trade and Investment. Dear reader, Continuing with our support for the Spanish videogame area, we are proud to present our second edition of the “Guide to Games from Spain”, a publication which provides a complete picture of Spain’s videogame industry and highlights its values and its talent. This publication is your ultimate guide to the industry, introducing you to companies of various sizes and profiles, including developers, publishers and services providers with active projects in 2019. Games from Spain is the umbrella brand created and supported by ICEX, Spain Trade and Investment to promote the videogame industry around the globe. You are cordially invited to visit us at our stands at Game Connection America, Gamescom or Tokyo Game show, among other events, and so to see how Spanish videogames are once again playing in the best global productions league. Looking forward to seeing you soon. Kind regards, María Peña Mateos EUROPEAN UNION EUROPEAN REGIONAL DEVELOPMENT A way to make Europe 4 5 GENERAL INDEX Message from The CEO of ICEX 03 Spanish videogame industry in figures 06 Discover GAMES FROM SPAIN 07 Index Developers 08 Index Publishers 18 Index Services 20 6 7 SPANISH VIDEOGAME INDUSTRY IN FIGURES NUMBER OF GAME DEVELOPMENT Discover NUMBER OF GAME DEVELOPMENT 455 COMPANIES 455 COMPANIES GAMES FROM SPAIN EMPLOYMENT 6.337 persons (direct employment) EMPLOYMENT