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Ethics for Digital Journalists
ETHICS FOR DIGITAL JOURNALISTS The rapid growth of online media has led to new complications in journalism ethics and practice. While traditional ethical principles may not fundamentally change when information is disseminated online, applying them across platforms has become more challenging as new kinds of interactions develop between jour- nalists and audiences. In Ethics for Digital Journalists , Lawrie Zion and David Craig draw together the international expertise and experience of journalists and scholars who have all been part of the process of shaping best practices in digital journalism. Drawing on contemporary events and controversies like the Boston Marathon bombing and the Arab Spring, the authors examine emerging best practices in everything from transparency and verifi cation to aggregation, collaboration, live blogging, tweet- ing, and the challenges of digital narratives. At a time when questions of ethics and practice are challenged and subject to intense debate, this book is designed to provide students and practitioners with the insights and skills to realize their potential as professionals. Lawrie Zion is an Associate Professor of Journalism at La Trobe University in Melbourne, Australia, and editor-in-chief of the online magazine upstart. He has worked as a broadcaster with the Australian Broadcasting Corporation and as a fi lm journalist for a range of print publications. He wrote and researched the 2007 documentary The Sounds of Aus , which tells the story of the Australian accent. David Craig is a Professor of Journalism and Associate Dean at the University of Oklahoma in the United States. A former newspaper copy editor, he is the author of Excellence in Online Journalism: Exploring Current Practices in an Evolving Environ- ment and The Ethics of the Story: Using Narrative Techniques Responsibly in Journalism . -
November 2008
>> TOP DECK The Industry's Most Influential Players NOVEMBER 2008 THE LEADING GAME INDUSTRY MAGAZINE >> BUILDING TOOLS >> PRODUCT REVIEW >> LITTLE TOUCHES GOOD DESIGN FOR NVIDIA'S PERFHUD 6 ARTISTIC FLOURISHES INTERNAL SYSTEMS THAT SELL THE ILLUSION CERTAIN AFFINITY'S AGEOFBOOTY 00811gd_cover_vIjf.indd811gd_cover_vIjf.indd 1 110/21/080/21/08 77:01:43:01:43 PPMM “ReplayDIRECTOR rocks. I doubt we'd have found it otherwise. It turned out to be an occasional array overwrite that would cause random memory corruption…” Meilin Wong, Developer, Crystal Dynamics BUGS. PETRIFIED. RECORD. REPLAY. FIXED. ReplayDIRECTOR™ gives you Deep Recording. This is much more than just video capture. Replay records every line of code that you execute and makes certain that it will Replay with the same path of execution through your code. Every time. Instantly Replay any bug you can find. Seriously. DEEP RECORDING. NO SOURCE MODS. download today at www.replaysolutions.com email us at [email protected] REPLAY SOLUTIONS 1600 Seaport Blvd., Suite 310, Redwood City, CA, 94063 - Tel: 650-472-2208 Fax: 650-240-0403 accelerating you to market ©Replay Solutions, LLC. All rights reserved. Product features, specifications, system requirements and availability are subject to change without notice. ReplayDIRECTOR and the Replay Solutions logo are registered trademarks of Replay Solutions, LLC in the United States and/or other countries. All other trademarks contained herein are the property of their respective owners. []CONTENTS NOVEMBER 2008 VOLUME 15, NUMBER 10 FEATURES 7 GAME DEVELOPER'S TOP DECK Not all game developers are cards, but many of them are unique in their way—in Game Developer's first Top Deck feature, we name the top creatives, money makers, and innovators, highlighting both individual and company achievements. -
Blood Tide: Design of a 3D Computer Game
Project Number: RL1-P109 Blood Tide: Design of a 3D Computer Game A Major Qualifying Project Report submitted to the Faculty of the Worcester Polytechnic Institute in partial fulfillment of the requirements for the Degree of Bachelor of Science on May 4, 2010 Submitted By: Joseph Alea, Garret Doe, Sarah Gilkey, Chris Willams, Frank Williams Advised By: Professor Jennifer deWinter and Professor Robert Lindeman Abstract Blood Tide: Design of a 3D Computer Game By Joseph Alea, Garret Doe, Sarah Gilkey, Chris Willams, Frank Williams This report discusses the results of the implementation of the game Blood Tide for a joint Interactive Media and Game Development and Professional Writing Major Qualifying Project. Blood Tide is a multiplayer, online, action, real-time strategy game that combines the strategic planning of a real-time strategy game with the fast paced combat of an action game. This report will detail the game‘s vision, the artistic and technical designs, the gameplay features, the successes and shortcomings of the project, and research on effective strategies for providing in-game help. This report will begin by introducing the game features of Blood Tide, then it will discuss the implementation of the game, and finally it will discuss the results. In addition to the results of the implementation, this report includes a post mortem from the project team that discusses lessons that were learned from the hurdles and successes of this project. ii Acknowledgements We would like to acknowledge Robert Lindeman and Jennifer deWinter for their assistance and guidance as our advisors. Additionally, we would like to express our gratitude toward Sean Beck, who helped us during the implementation phase of the project. -
Storytelling and Social Media
NIEMAN REPORTS Storytelling and Social Media HANNA, one of the subjects in “Maidan: Portraits from the Black Square,” Kiev, February 2014 Nieman Online From the Archives For some photojournalists, it’s the shots they didn’t take they remember best. In the Summer 1998 issue of Nieman Reports, Nieman Fellows Stan Grossfeld, David Turnley, Steve Northup, Stanley Forman, and Frank Van Riper reflect on the shots they missed, whether by mistake or by choice, in “The Best Picture I Never Took” series. Digital Strategy at The New York Times In a lengthy memo, The New York Times revealed that it hopes to double its “Made in Boston: Stories of Invention and Innovation” brought together, from left, author digital revenue to $800 million by 2020. Ben Mezrich, Boston Globe reporter Hiawatha Bray, author Steve Almond, WGBH’s “Innovation The paper plans to simplify subscriptions, Hub” host Kara Miller, NPR’s “On Point” host Tom Ashbrook, “Our Bodies, Ourselves” improve advertising and sponsorships, co-founder Judy Norsigian, journalist Laurie Penny, and MIT Media Lab director Joi Ito optimize for different mediums, and nieman.harvard.edu, events extend its international reach. No Comments An in-depth look at why seven major news organizations—Reuters, Mic, The Week, Popular Science, Recode, The Verge, and USA Today’s FTW—suspended user comments, the results of that decision, and Innovators “always said how these media outlets are using social no when other people media to encourage reader engagement. said yes and they always 5 Questions: Geraldine Brooks Former Wall Street Journal foreign said yes when other correspondent and Pulitzer Prize-winning novelist Geraldine Brooks talks with her old Columbia Journalism School classmate people said no. -
006NAG June 2013
SOUTH AFRICA’S LEADING GAMING, COMPUTER & TECHNOLOGY MAGAZINE Vol. 16 Issue THREE CALL OF DUTY: GHOSTS PC / PLAYSTATION / XBOX / NINTENDO We go to Los Angeles to stroke some beards and fi ddle PLEASE TRY TO with man stuff UNDERSTAND Intel IDF 2013 Beijing: 4th generation core technology We insert our probes deep into the soft meaty insides of 2K’s latest alien mystery Editor Michael “RedTide“ James [email protected] Contents Assistant editor Geoff “GeometriX“ Burrows Staff writer Dane “Barkskin “ Remendes Features Contributing editor Lauren “Guardi3n “ Das Neves 30 CALL OF DUTY:DU GHOSTS ComeCome on, you had to knowkno this was bound to happen. Technical writer 2013’s2013’s Call of Dutyy wantswant you to pay close attention Neo “ShockG“ Sibeko RegularsRegulars to its new enengine,gine, new sstoryline,t new player-triggered events andand new dogdog companion,com all so that when the International correspondent 1010 Ed’sEd’s NoteNote gamegame releases you’reyou’re readyrea for a bit of expectedly Miktar “Miktar” Dracon 12 InboxInbox familiar,familiar, ggoodood ol’ COD. 16 BytesBytes Contributors 53 home_codedhome_coded Rodain “Nandrew” Joubert Walt “Shryke” Pretorius 62 EverythingEverything elseelse 44 THE BUREAU:BUREA Miklós “Mikit0707 “ Szecsei XCOMXCOM DECLASSIFIEDDECLASS Pippa “UnexpectedGirl” Tshabalala It’sIt’s baaaaack! 2K2K Marin’sMarin’s XCOM has fl ipped itself on its Tarryn “Azimuth “ Van Der Byl head, adopting a diff erenteren approach in turning XCOM Adam “Madman” Liebman OpinionOpinion intointo a more hands-on, acaction-oriented alien-bashing Wesley “Cataclysm” Fick 16 I, GamGamerer experience with enoughenough tactical depth to satisfy anyoneanyone lookinlookingg for a bit more intelligence in their 1188 ThThee GaGameme SStalkertalker Art director shooters. -
Boisvert-Storey-Sony Case Brief
Storey C204 Summer 2014 Case Study BE MOVED SITUATION Sony Corporation is a 68-year old multinational based in Tokyo. In 2012, the tech giant employed 173,000 people, with corporate headquarters in Japan, Europe, and America. In May 2014, the company was down to 146,300, cutting 26,700 as part of CEO Kaz Hirai’s “One Sony” plan. Recently, the firm eVen sold former office buildings in Tokyo for $156 million (Inagaki). This followed a similar $1.2 billion sale in 2013. After seVeral years of losses, Sony’s situation appears critical. In the last fiscal year, the company lost $1.25 billion. EVen the gaming diVision, where the Playstation console family (PS2, PS3, PS4) is projected to sell 17 million units this year, lost $78 million (Quarterly Results). There are many causes: Sony’s jettisoning of its PC brand Vaio, the poor performance and planned spinoff of Sony’s teleVision diVision, PS4 launch and marketing costs, the struggling PSVita, R&D costs for Sony’s Project Morpheus, and the fluctuation of exchange rate markets. For the current year, Sony is projecting a $489 million loss. How sustainable is Sony’s current business model? Will the success of the PS4 lead to renewed profitability for the games diVision and the company as a whole? Perhaps opportunities in new markets can spark a turn-around. The company’s core businesses are electronic entertainment (Sony Computer Entertainment, Sony Music Entertainment, and Sony Pictures Entertainment) and hardware (Sony Mobile Communications and Sony Electronics). Though it also dabbles in financial serVices, publishing, and medical imaging, electronics represents roughly two-thirds of the corporation’s reVenue (Sony Annual Report 2011, 2013). -
Assassin's Creed III and the Aesthetics of Disappointment
Assassin’s Creed III and the Aesthetics of Disappointment Jonathan Church Arcadia University Dept. of Sociology, Anthropology and Criminal Justice Glenside, PA 19038, USA 0012155724017 [email protected] Michael Klein Arcadia University Dept. of Sociology, Anthropology and Criminal Justice Glenside, PA 19038, USA [email protected] ABSTRACT Using a case example of the cycle of prerelease, release, and post-release commentary, criticism and reviews of Assassin’s Creed III from June 2012-January 2013, this paper examines how video game players produce a “culture of history” about the game they play through their commitment to commentary and critique mainly found in user reviews in gaming enthusiast press websites. This paper examines how an aesthetic of disappointment generates a comparative sense of gamers’ cultural present by framing aspects that should have been improved upon from the series’ past as well as in terms of expectations for the future of gaming. This paper concludes by suggesting that part of the pleasure of contemporary gaming for many self-identified “core” gamers is being able to both play games and aesthetically discuss the game being played as part of a culture of history with other gamers, a form of paidiaic play for “gaming capital”. Keywords Criticism, video games, affinity spaces, neoliberalism, paidiaic play INTRODUCTION This paper examines how video gaming enthusiast blog sites that cultivate community participation, reviews and forums, are generating affinity spaces (Gee 2005) where video game players enact their identities and construct what Suominen (2011) has called a “culture of history.” We argue that the aggregation of these sites may be thought of as a kind of neoliberal archive. -
What's Podcasting to You? Exploring Perspectives of Consumers and Producers
What's Podcasting to you? Exploring Perspectives of Consumers and Producers Student Name - Arshdeep Chawla Module - COMM5600: Dissertation & Research Methods Course - MA New Media Submitted on - 3 September 2018 Page !1 of !79 TABLE OF CONTENTS Introduction 4 Chapter I - Literature Review 6 Podcasting 6 Overview: Podcasting Industry 7 Overview: Podcast Production 11 Experimental Application Perpective 16 Emerging Technologies - Redefining Podcast Discovery? 17 Pivotal Shows and Trends 21 Chapter II - Methodology 23 Interview 24 Chapter III - Findings, Discussions and Analysis 29 Podcasting 29 Software 33 Smart Speakers 34 Production, Distribution and Technology 36 Closing Remarks 41 Chapter IV - Conclusion 42 List of References 45 Appendices 54 Appendix I - Transcripts 54 Appendix II - Ethics Form 76 Appendix III - Research Checklist 77 Appendix IV - Information Sheet 78 Page !2 of !79 Abstract Past research has widely investigated podcasting in academia and education. Some research has investigated motivations of podcasters and listeners using quantitive methods. However, little is known about perspectives of podcast users and producers with respect to technological and cultural changes in the medium. This dissertation outlines findings from interviews conducted with podcast users and a podcast producer that lays out thoughts about the medium on themes like technology, production, distribution etc. Page !3 of !79 Introduction Podcasting, an automated subscription-based system of recorded audio/video content powered by the internet, finds its origins in the early 2000s and witnessed wide adoption in 2005. This makes podcasting older than Facebook or Twitter, two very popular products of the internet age. Although, podcasting has not been able to replicate the same success as those social networking sites, it has had a few pivotal moments that left an indelible impact on the digital media industry. -
Security Now! #521 - 08-18-15 Security Is Difficult
Security Now! #521 - 08-18-15 Security is Difficult This week on Security Now! ● Android StageFright, two steps forward, one step back ● Windows 10 new privacy concerns ● High profile Malvertising surfaces ● Kaspersky, Lenovo, HTC and AT&T each in their own doghouses. ● Some miscellaneous tidbits... ● Some additional thoughts about surfing safety and web advertising. Security News Android StageFright: ● First the good news: Phones are getting patched and reporting non-vulnerable. ● Ernest Koch @nullconmedia ○ @SGgrc After yesterday's patch, my Nexus 6 is showing not vulnerable. ● Simon Zerafa confirmed that both his Nexus 6 & 7 were just updated. ○ Nexus 6 Android 5.1.1 build LMY48I gets 6 greens on the Zimperium StageFright test :-) ● Joe McDaniel @joem5636 ○ @SGgrc just got my Nexus 5.1.1 upgrade. Oddly, did not change version! ○ (Confirmed that all testing apps now show safe.) ● Eric Throndson @EricThrondson ○ @SGgrc My Nexus 6 is getting MMS messages from random numbers that I assume have #Stagefright. I'm patched, but nervous and annoyed. ● Bob Thibodeau @bobthibincs ○ @SGgrc: got a notice from AT&T to update, no longer vulnerable to Stagefright, One of the critical Android Stagefright patches was incomplete ● Exodus Intelligence: (CVE-2015-3864) Stagefright: Mission Accomplished? ○ https://blog.exodusintel.com/2015/08/13/stagefright-mission-accomplished/ ● Stagefright Patch Incomplete Leaving Android Devices Still Exposed ○ https://threatpost.com/stagefright-patch-incomplete-leaving-android-devices-still-e xposed/114267 ● Patch Comment: When the sum of the 'size' and 'chunk_size' variables is larger than 2^32, an integer overflow occurs. Using the resulting (overflowed) value to allocate memory leads to an undersized buffer allocation and later a potentially exploitable heap corruption condition. -
Apple Podcasts, Google Play, Stitcher, and Blubrry (Explained Later in This Chapter)
IN THIS CHAPTER » Finding out what podcasting is » Creating a podcast » Finding and subscribing to podcasts Chapter 1 Getting the Scoop on Podcasting ometimes the invention that makes the biggest impact on our daily lives isn’t an invention at all, but the convergence of existing technologies, Sprocesses, and ideas. Podcasting may be the perfect example of that principle — and it’s changing the relationship people have with their radios, music collections, books, education, and more. The podcasting movement is actually a spin-off of another communications boom: blogs. Blogs sprang up right and left in the early 2000s, providing nonpro- grammers and designers a clean, elegant interface that left many on the technol- ogy side wondering why they hadn’t thought of it sooner. Everyday people could chronicle their lives, hopes, dreams, and fears and show them to anyone who cared to read. And oddly enough, people did care to read — and still do. Then COPYRIGHTEDin 2003, former MTV VeeJay Adam MATERIAL Curry started collaborating with pro- grammer Dave Winer about improving RSS (which stands for Really Simple Syndi- cation ) that not only allowed you to share text and images, but media attachments which included compressed audio and video fi les. Soon after, Curry released his fi rst podcast catching client. Thus launched the media platform of podcasting. Podcasting combines the instant information exchange of blogging with audio and video fi les that you can play on a computer or portable media device. When CHAPTER 1 Getting the Scoop on Podcasting 11 0004944333.INDD 11 Trim size: 7.375 in × 9.25 in September 12, 2020 1:30 AM you make your podcast publicly available on the Internet, you are exposing your craft to anyone with a computer or mobile device and a connection capable of streaming data. -
Reporting from a Video Game Industry in Transition, 2003 – 2011
Save Point Reporting from a video game industry in transition, 2003 – 2011 Kyle Orland Carnegie Mellon University: ETC Press Pittsburgh, PA Save Point: Reporting from a video game industry in transition, 2003— 2011 by Carnegie Mellon University: ETC Press is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License, except where otherwise noted. Copyright by ETC Press 2021 http://press.etc.cmu.edu/ ISBN: 9-781304-268426 (eBook) TEXT: The text of this work is licensed under a Creative Commons Attribution-NonCommercial-NonDerivative 2.5 License (http://creativecommons.org/licenses/by-nc-nd/2.5/) IMAGES: The images of this work is licensed under a Creative Commons Attribution-NonCommercial-NonDerivative 2.5 License (http://creativecommons.org/licenses/by-nc-nd/2.5/) Table of Contents Introduction COMMUNITY Infinite Princesses WebGame 2.0 @TopHatProfessor Layton and the Curious Twitter Accounts Madden in the Mist Pinball Wizards: A Visual Tour of the Pinball World Championships A Zombie of a Chance: LooKing BacK at the Left 4 Dead 2 Boycott The MaKing (and UnmaKing) of a Nintendo Fanboy Alone in the StreetPass Crowd CRAFT Steel Battalion and the Future of Direct-InVolVement Games A Horse of a Different Color Sympathy for the DeVil The Slow Death of the Game OVer The Game at the End of the Bar The World in a Chain Chomp Retro-Colored Glasses Do ArKham City’s Language Critics HaVe A Right To 'Bitch'? COMMERCE Hard DriVin’, Hard Bargainin’: InVestigating Midway’s ‘Ghost Racer’ Patent Indie Game Store Holiday Rush What If? MaKing a “Bundle” off of Indie Gaming Portal Goes Potato: How ValVe And Indie DeVs Built a Meta-Game Around Portal 2’s Launch Introduction As I write this introduction in 2021, we’re just about a year away from the 50th anniVersary of Pong, the first commercially successful video game and probably the simplest point to mark the start of what we now consider “the video game industry.” That makes video games one of the newest distinct artistic mediums out there, but not exactly new anymore. -
Can We Save Video Game Journalism? Can Grass Roots Media Contribute with a More Critical Perspective to Contemporary Video Game Coverage?
Fall 08 Can We Save Video Game Journalism? Can grass roots media contribute with a more critical perspective to contemporary video game coverage? Author: Alejandro Soler Supervisor: Patrick Prax MASTERS THESIS: TWO YEARS MASTERS THESIS | DEPARTMENT OF INFORMATICS AND MEDIA | MEDIA & COMMUNICATION STUDIES UPPSALA UNIVERSITY | SPRING 2014 Abstract Video game journalism has been accused for lack in journalistic legitimacy for decades. The historical relation between video game journalists and video game publishers has always been problematic from an objective point of view, as publishers have the power to govern and dictate journalistic coverage by withdrawing financial funding and review material. This has consequently lead to lack in journalistic legitimacy when it comes to video game coverage. However, as the grass roots media movement gained popularity and attention in the mid 2000s, a new more direct and personal way of coverage became evident. Nowadays, grass roots media producers operate within the same field of practice as traditional journalists and the difference between entertainment and journalism has become harder than ever to distinguish. The aim of this master thesis is to discover if grass roots media is more critical than traditional video game journalism regarding industry coverage. The study combines Communication Power theory, Web 2.0 and Convergence Culture, as well as Alternative Media and Participatory Journalistic theory, to create an interdisciplinary theoretical framework. The theoretical framework also guides our choice in methodology as a grounded theory study, where the aim of analysis is to present or discover a new theory or present propositions grounded in our analysis. To reach this methodological goal, 10 different grass roots media producers were interviewed at 6 different occasions.