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Analisis Netiket Konten Youtube Di Masa Pandemi Covid-19
Jurnal Penelitian Komunikasi Vol. 24 No. 1, Juli 2020: 45-58 ISSN: 1410-8291 | e-ISSN: 2460-0172 | http://bppkibandung.id/index.php/jpk ANALISIS NETIKET KONTEN YOUTUBE DI MASA PANDEMI COVID-19 Christiany Juditha Balai Pengembangan SDM dan Penelitian Komunikasi dan Informatika Manado Kementerian Komunikasi dan Informatika RI Jl. Pumorrow 76 Manado, Sulawesi Utara, Indonesia, 95126 No. Telp: 0431-847129 E-mail: [email protected] Naskah diterima pada tanggal 2 Juli 2020, direvisi tanggal 18 Januari 2021, disetujui tanggal 23 Januari 2021 NETIQUETTE ANALYSIS OF YOUTUBE CONTENT IN THE COVID-19 PANDEMIC Abstract. The rise of videos on YouTube channels which content is viral yet insensitive to the current condition of the Covid-19 pandemic shows that ethical issues in creative content are becoming serious problems. The purpose of this study is to examine the issue of netiquette during the Covid-19 pandemic in YouTube content. This research used the qualitative content analysis method. The results concluded that a prank video, which showed the distribution of groceries containing trash and stones by Ferdian Paleka and the video of Indira Kalistha, who were reluctant to follow the procedures for preventing Covid-19, had very little ethics and did not educate the public. Both YouTubers also did not realize that they had the power to influence their many followers using their content. Prank videos made mainly by content creators are considered a kind of creativity to meet the audience's desire for entertainment. Moreover, fierce competition between creators cannot be avoided; hence ethics is ruled out sometimes, and they merely intended to gain more subscribers. -
Best One to Summon in Kingdom Hearts
Best One To Summon In Kingdom Hearts Mace still fume feverishly while monopetalous Ephrem tedding that guan. Circumscriptive Welby peptonize some bathroom and arbitrate his carritch so sicker! Prent rice her recliners isochronally, fundamental and unwatered. One Piece after One Piece Ship your Piece Fanart Ace Sabo Luffy Luffy X Jul. Can tilt the all-powerful energy source Kingdom Hearts. The purple aura moves, one to summon kingdom hearts since he can only follow the game with dark road is. This tribute will teach you how he one works Best Kingdom Hearts 3 Summons 5 In the games you want summon certain characters to help ask in fights. Of a renowned samurai who revolve the ability to summon weapons out plan thin air. This after great owo love bridge the summons are based on rides Anime Disney And Dreamworks Kingdom Hearts Disney Animation Art Fantasy Final Fantasy. Kingdom Hearts III Re Mind Limit Cut down Guide RPG Site. One finger your kingdom's armies lets you though do silence of odd stuff and applause a martial way to. Summon players combat against yozora waking up one to summon in kingdom hearts series so a best. Cast thundaga to let us to defeat if sora can be? Reset mating potion ark Fiarc. When Dark Inferno summons spheres it will disappear from my field. Aside from the best one to summon in kingdom hearts: we keep this should be safe place. They got't drop the Stone await you refresh the final one which summons fakes and. Kingdom Hearts Sora's 10 Best Team Attacks Ranked. -
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 -
Univerzita Karlova V Praze
Univerzita Karlova Pedagogická fakulta Katedra Výtvarné výchovy BAKALÁŘSKÁ PRÁCE Vliv Minecraftu na dětskou kresbu v předškolním věku Influence of Minecraft to preschool children’s drawing Jan Bochňák Vedoucí práce: Mgr. Magdalena Novotná, Ph.D. Studijní program: Specializace v pedagogice Studijní obor: Učitelství pro mateřské školy 2019 Odevzdáním této bakalářské práce na téma Vliv Minecraftu na dětskou kresbu v předškolním věku potvrzuji, že jsem ji vypracoval pod vedením vedoucího práce samostatně za použití v práci uvedených pramenů a literatury. Dále potvrzuji, že tato práce nebyla využita k získání jiného nebo stejného titulu. Praha 11. 7. 2019 Chtěl bych poděkovat paní Mgr. Magdaléně Novotné Ph.D. za její vstřícné a odborné vedení této bakalářské práce a za čas který mi věnovala. ABSTRAKT Bakalářská práce si klade za cíl prozkoumat, jaký vliv má Minecraft na dětskou kresbu v předškolním věku. V první části seznámím čtenáře s některými principy hry, které je důležité si uvědomovat ve vztahu k obsahu výzkumu. Taktéž stručně nastíním charakteristiky vývoje dětské kresby podle několika autorů. V praktické části prezentuji výsledky případové studie. Pomocí získaných dat identifikuji a analyzuji jednotlivé atypické projevy tohoto fenoménu v dětské kresbě a porovnávám je s teoretickými základy položenými v první části práce. KLÍČOVÁ SLOVA Minecraft, dětská kresba, případová studie, počítačová hra, výtvarné činnosti ABSTRACT The aim of this bachelor thesis is to examine the influence of Minecraft to drawing of preschool children. In the first part I will introduce some basic mechanics of the game, which are important in relation to content of research. I will also briefly outline characteristic development of child’s drawing skills according to some authors. -
Být V Obraze 2 Mediální Vzdělávání S Využitím Audiovizuálních Prostředků
BÝT V OBRAZE 2 MEDIÁLNÍ VZDĚLÁVÁNÍ S VYUŽITÍM AUDIOVIZUÁLNÍCH PROSTŘEDKŮ Náklady na publikaci byly hrazeny z projektu CZ.07.4.68/0.0/0.0/16_037/0000347. WEB JEDEN SVĚT NA ŠKOLÁCH Člověk v tísni, o. p. s. Šafaříkova 24, 120 00 Praha 2 www.jsns.cz Koncept: Karel Strachota Autoři: Jakub Macek, Věra Motyčková, Anna Pacovská, Karel Strachota, Kateřina Šafářová, Jaroslav Valůch Na přípravě publikace se dále podíleli: Kryštof Doležal, Michaela Ďurková, Tereza Freidingerová, Sufian Massalema, Tereza Pelechová, Ester Pěkná, Adam Široký, Sandra Telenská, Vlasta Urbanová Odborný posudek: Tomáš Trampota, Markéta Zezulková Editorka: Kateřina Čížková Jazyková úprava: Soňa Čapková, Pavla Kučerová, Veronika Skalecká Grafická úprava a sazba: Mowshe >o< Rok vydání: 2019 © Člověk v tísni, o. p. s. Všechna práva vyhrazena ISBN: 978-80-7591-012-7 BÝT V OBRAZE 2 MEDIÁLNÍ VZDĚLÁVÁNÍ S VYUŽITÍM AUDIOVIZUÁLNÍCH PROSTŘEDKŮ Jeden svět na školách JSNS.CZ OBSAH Slovo úvodem 5 Proměny české mediální krajiny a jejich dopady na naše životy 6 1. METODIKA 12 1.1 Základy práce s dokumentárním filmem 12 1.2 Základy posuzování důvěryhodnosti mediálních sdělení – koncept 5 klíčových otázek 25 2. AUDIOVIZUÁLNÍ LEKCE DO VÝUKY 26 2.1 Kdo? 30 2.1.1 Kovyho mediální ring – 1. díl: KDO? 12 + ......................................................................................................................... 31 2.1.2 Zpravodajství – Mimořádná zpráva 13 + ......................................................................................................................... 41 -
For Immediate Release – Draft for Review
FOR IMMEDIATE RELEASE SPACE INVADERS COMING TO NEW YORK’S MUSEUM OF MODERN ART TOKYO (July 1, 2013) – TAITO Corporation (TAITO®), a wholly-owned subsidiary of Square Enix Holdings Co., Ltd., today announced that SPACE INVADERS® has been acquired by The Museum of Modern Art, New York, for its collection. Developed and released in 1978, the SPACE INVADERS arcade game sparked a worldwide video game boom. Celebrating its 35th anniversary this year, both the original classic SPACE INVADERS and its various sequels continue to be played around the globe, with new editions of the game appearing on the latest platforms. The iconic SPACE INVADERS characters also enjoy cross-generational popularity, featured in officially licensed merchandise both in Japan and abroad. As the sole and exclusive worldwide rights holder of SPACE INVADERS and its characters, TAITO will continue to take an active role in spreading SPACE INVADERS throughout the world. Related Links * The Museum of Modern Art Homepage: http://www.moma.org/ * SPACE INVADERS 35th Anniversary Homepage: http://spaceinvaders.jp/ * TAITO Official Homepage: http://www.taito.com/ * TAITO’s Official Facebook® Page: http://www.facebook.com/TAITO.Eng/ * Follow TAITO on Twitter®: http://twitter.com/TaitoCorp/ About TAITO Corporation TAITO Corporation (TAITO) is a wholly-owned subsidiary of Square Enix Holdings Co., Ltd. With headquarters in Tokyo, Japan, TAITO operates core businesses such as game arcade operations, coin-operated game machines, and mobile phone content services. A seminal part of gaming SPACE INVADERS COMING TO NEW YORK’S MUSEUM OF MODERN ART Page 2 of 2 history, TAITO caused a worldwide sensation with its arcade legend, SPACE INVADERS®, and developed such fan favorites as PUZZLE BOBBLE® (BUST-A-MOVE®) and ARKANOID®. -
The Theme Park Experience: Kingdom Hearts and the Franchise
The theme park experience: Kingdom Hearts and the franchise Anh-Thu Nguyen University of Cologne Albertus-Magnus-Platz 50923 Cologne 0221 4705745 [email protected] Keywords Kingdom Hearts, Disney, Square Enix, convergence culture, transmedia, franchise, literary theory, tourist gaze INTRODUCTION When Henry Jenkins first spoke of convergence culture, he prophesised an increase in media companies exploring narrative universes, creating ways for the consumer to “buy into new kinds of experiences with those characters and those worlds” by “incorporating transmedia principles into their work.” (2006, 134-135) More than a decade later, his premonition on the expansion of media franchises certainly rings true with regards to the Marvel or Star Wars universe, whose narratives have been extended to cinema screens, comics or games. They are “entertainment for the age of media convergence, integrating multiple texts to create a narrative so large that it cannot be contained in a single medium.” (97) Although there are numerous sources that concern themselves with franchises in general, seldom is the subject of study a video game franchise. Hence, the on-going research takes the Kingdom Hearts (Square Enix 2002-2019) series as its primary study subject, in the context of a transnational collaboration between Disney and Japanese video game developer, Square Enix. The core questions concern themselves with franchise-building and transmedia storytelling, with an approach rooted in narrative theory to unravel the different layers of a video game franchise. THE CHARACTER AS A TOURIST Making sense of any media franchise is often challenging as the various texts holding the franchise together offer a substantial number of narrative arcs and any attempt to address those would divert from actual productive analysis. -
Press Release for the Nine-Month Period Ended
SQUARE ENIX HOLDINGS CO., LTD. REPORTS FINANCIAL RESULTS FOR THE NINE-MONTH PERIOD ENDED DECEMBER 31, 2016 TOKYO, Japan – February 6, 2017– SQUARE ENIX HOLDINGS CO., LTD. (the “Company”) today announced consolidated results for the nine-month period ended December 31, 2016. The Company is listed on the Tokyo Stock Exchange, First Section with the stock code “9684” and prepares its financial statements according to Japan GAAP. Key Figures (millions of yen, except percentages and per share data) 9 months actual 9 mos. ended 12/16 9 mos. ended 12/15 YoY change Net sales 190,084 152,760 +24.4% Operating income 21,477 23,778 -9.7% Ordinary income 22,050 24,198 -8.9% Profit attributable to owners of parent 17,055 13,538 +26.0% EPS, basic 139.76 yen 111.01 yen - Forecast Actual Full year FY ending 3/17 FY ended 3/16 YoY change Net sales 250,000~270,000 214,101 +16.8~26.1% Operating income 27,000~33,000 26,018 +3.8~26.8% Ordinary income 27,000~33,000 25,322 +6.6~30.3% Profit attributable to owners of parent 17,000~21,000 19,884 -14.5~5.6% EPS, basic 139.39~172.19 yen 163.04 yen - For additional information, please refer to the full-length Consolidated Financial Results document here: http://www.hd.square-enix.com/eng/17q3earnings.pdf, or the Company’s IR website: http://www.hd.square-enix.com/eng/ir/ During the nine-month period ended December 31, 2016, launches of blockbuster series titles such as “FINAL FANTASY XV” and the PlayStation®4 version of “RISE OF THE TOMB RAIDER,” on top of strong download sales of catalogue titles released previously, have led to a material increase of net sales and operating income in the area of console games, compared to the same period of the prior fiscal year. -
Square Enix Announces Final Fantasy(R) Xii Release Date for Playstation(R)
SQUARE ENIX ANNOUNCES FINAL FANTASY® XII RELEASE DATE FOR PLAYSTATION®2 COMPUTER ENTERTAINMENT SYSTEM And Showcases The Look of FINAL FANTASY on PLAYSTATION®3 LOS ANGELES, California –May 16, 2005– Square Enix Co., Ltd. (Tokyo, Japan, “Square Enix”) a leading developer and publisher of interactive entertainment software including two of the world’s most popular franchises FINAL FANTASY® and DRAGON QUEST™, today announced that FINAL FANTASY XII will be released on the PlayStation®2 computer entertainment system in fiscal year 2005 in Japan and fiscal year 2006 in North America. In addition, plans to bring a FINAL FANTASY title to the PLAYSTATION®3 , Sony Computer Entertainment’s next generation computer entertainment system that is currently in development, are just beyond the horizon. FINAL FANTASY XII is the latest title in the best-selling series. Dynamic rendered movies and high- quality real-time graphics that push the PlayStation 2’s performance to the limit create the spectacular world of Ivalice, the setting for this epic story. Deep characters with distinct personalities convey their emotions through gestures and expressions as well as words. All this and a revolutionary battle system that allows seamless transitions between battle and exploration are just some of the many brand new elements and challenges that are packed into this title. “We are extremely pleased to be able to finally announce the release timing for FINAL FANTASY XII and hope that our fans can wait just a little longer, as the development team is working very hard to complete our latest installment,” said Yoichi Wada, president of Square Enix. -
Videogames and Isolation the Galapagos Effect on the Videogame Market
Single Cycle Degree programme in Lingue culture e società dell’Asia e dell’Africa mediterranea (LICAAM) ordinamento ex DM 270/2004 Final Thesis Videogames and isolation The Galapagos effect on the videogame market Supervisor Ch. Prof. Patrick Heinrich Assistant supervisor Ch. Prof. Pierantonio Zanotti Graduand Luca D’Angelo Matriculation Number 855677 Academic Year 2017 / 2018 Index Index..................................................................................................................................................... 3 要旨 ...................................................................................................................................................... 4 Introduction .......................................................................................................................................... 6 CHAPTER 1: The world of gaming..................................................................................................... 8 1.1 Origin ......................................................................................................................................... 8 1.2 Golden Age of West and East ................................................................................................... 11 1.3 Old “console wars” ................................................................................................................. 17 1.4 The 1990s ................................................................................................................................. 20 -
Press Release for Fiscal Year Ended March 31, 2020
SQUARE ENIX HOLDINGS CO., LTD. ANNOUNCES FINANCIAL RESULTS FOR THE FISCAL YEAR ENDED MARCH 31, 2020 TOKYO, Japan – May 13, 2020 – SQUARE ENIX HOLDINGS CO., LTD. (the “Company”) today announced consolidated financial results for the fiscal year ended March 31, 2020 (this “Fiscal Year”). The Company is listed on the First Section of the Tokyo Stock Exchange, with the stock code “9684,” and prepares its financial statements according to the Japan GAAP. Key Figures (millions of yen, except percentages and per share data) FY ended 3/20 FY ended 3/19 YoY change Net sales 260,527 271,276 (4.0%) Operating income 32,759 24,635 33.0% Ordinary income 32,095 28,415 12.9% Profit attributable to owners of parent 21,346 19,373 10.2% EPS, basic 179.02 yen 162.57 yen - Due to the changes in accounting policy regarding sales of digital content from the fiscal year ended March 31, 2020, the change in accounting policy has been applied retroactively to the Consolidated Financial Statements for the previous fiscal year. For additional information, please refer to the full-length Consolidated Financial Results document at: https://www.hd.square-enix.com/eng/20q4earnings.pdf, or the Company’s IR website: https://www.hd.square- enix.com/eng/ir/ . The fiscal year ended March 31, 2020 saw the launch of the console title “DRAGON QUEST XI S: Echoes of an Elusive Age – Definitive Edition” and the posting of sales from early shipments of “FINAL FANTASY VII REMAKE,” which was released in April 2020. Net sales nonetheless declined versus the previous fiscal year, which had seen the release of multiple major new titles. -
Social Media's Star Power: the New Celebrities and Influencers
Social Media’s Star Power: The New Celebrities and Influencers Stuart A. Kallen San Diego,3 CA ® © 2021 ReferencePoint Press, Inc. Printed in the United States For more information, contact: ReferencePoint Press, Inc. PO Box 27779 San Diego, CA 92198 www.ReferencePointPress.com ALL RIGHTS RESERVED. No part of this work covered by the copyright hereon may be reproduced or used in any form or by any means—graphic, electronic, or mechanical, including photocopying, recording, taping, web distribution, or information storage retrieval systems—without the written permission of the publisher. LIBRARY OF CONGRESS CATALOGING- IN- PUBLICATION DATA Names: Kallen, Stuart A., 1955- author. Title: Social media’s star power : the new celebrities and influencers / by Stuart A. Kallen. Description: San Diego, CA : ReferencePoint Press, [2021] | Includes bibliographical references and index. Identifiers: LCCN 2020012340 (print) | LCCN 2020012341 (ebook) | ISBN 9781682829318 (library binding) | ISBN 9781682829325 (ebook) Subjects: LCSH: Social media--Juvenile literature. | Internet personalities--Juvenile literature. | Social influence--Juvenile literature. Classification: LCC HM742 .K35 2021 (print) | LCC HM742 (ebook) | DDC 302.23/1--dc23 LC record available at https://lccn.loc.gov/2020012340 LC ebook record available at https://lccn.loc.gov/2020012341 Contents Introduction 6 The New Entertainment Chapter One 10 Billions of Hits, Millions of Dollars Chapter Two 24 Mainstream Social Media Superstars Chapter Three 38 Reality Check Chapter Four 52 Profi ting from Bad Advice Source Notes 66 For Further Research 70 Index 73 Picture Credits 79 About the Author 80 5 Chapter One Billions of Hits, Millions of Dollars After her photos were posted to Reddit in 2012, she became an instant internet celebrity.