Playing Virtual Characters Like Instruments in Competitive Super Smash Bros. Melee Colin M
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Lesson 1.1 Genesis Of
Lesson 1.1 Genesis of SEM Copyright © 2016 by Sports Career Consulting, LLC History of SEM Lesson 1.1 What is SEM? Acronym for: Sports and Entertainment Marketing Copyright © 2016 by Sports Career Consulting, LLC History of SEM Lesson 1.1 The Evolution of SEM SEM is a relatively new concept ➢ Forms of sports marketing started as early as 1858 (first known athletic event to charge admission took place at a baseball game) ➢ Entertainment as we know it today (movies, radio, television, music) exploded from 1900 on, and as technology improved, so did the products being offered Copyright © 2016 by Sports Career Consulting, LLC History of SEM Lesson 1.1 The Evolution of SEM SEM is a relatively new concept ➢ The 1900’s also brought the advent of carnivals, amusement parks, and theme parks which evolved from (but did not completely replace) fairs, circuses and festivals Copyright © 2016 by Sports Career Consulting, LLC History of SEM Lesson 1.1 The Evolution of SEM Many events influenced growth ➢ Evolved as fan support grew with willingness to spend discretionary income on sports ➢ Emergence of radio and television increase exposure to sports. Copyright © 2016 by Sports Career Consulting, LLC History of SEM Lesson 1.1 The Evolution of SEM ➢ Corporations began to see the benefit with sports affiliations, resulting in a sponsorship boom ➢ Celebrity endorsements and naming rights deals became common industry practice ➢ Advancement of technologies making it easier to consume sports and entertainment while more sports and entertainment properties are introduced Copyright © 2016 by Sports Career Consulting, LLC History of SEM Lesson 1.1 Industry Size & Scope ➢ The sports business industry is one of the largest and fastest growing industries in the US ➢Overall size of the entire sports industry in the U.S. -
Animales De Cristal
Animales de cristal Christopher Alexander González Guerrero Monografía en creación para optar al título de literato Dirigida por Mario Barrero Fajardo Coordinada por Fernanda Trias Patrón Universidad de los Andes Facultad de Artes y Humanidades Departamento de Humanidades y Literatura Bogotá Diciembre 2020 Para Imogen “And the air was full of Thoughts and Things to Say. But at times like these, only the Small Things are ever said. Big Things lurk unsaid inside.” Arundhati Roy, The God of Small Things “You're not a moron. You're only a case of arrested development.” Ernest Hemingway, The Sun Also Rises “Soy el único escritor inglés que escribe en español” Guillermo Cabrera Infante “There’s always money in the banana stand” Prisoner #1881372911, Arrested Development “I want the story to exist somewhere so that in a way it’s still happening, or happening over and over again. I don’t want it to be shut up in the book and put away.” Alice Munro FACTA, NON VERBA De camino al trabajo, Laura y Camila se bajan del bus tres paradas antes para evitar la vuelta innecesaria que toma la ruta para dejarlas al frente de la oficina. Una vez en tierra, Laura se da gracias a sí misma por decidir traer el bolso grande en el que caben sus zapatos de vestir, Camila solo da gracias por estar tan cerca de la caja de cristal y concreto de cuatro pisos en la que van a escapar del calor motilón por unos minutos. - ¿Le ves forma de velero? – Le pregunta Laura a su amiga mientras ella revisa el tacón de una de sus baletas. -
2010 Hyundai Genesis
2010 HYUNDAI_GENESIS If you’re reading this brochure, chances are you’re the kind of automotive enthusiast who, instead of simply opening your wallet and adding a status trophy to your garage, prefers to open something else: Your mind. It’s a refreshing attitude that often leads you to discover truly rewarding experiences, from new and unexpected sources. Like Genesis, from Hyundai. Nobody was looking for Hyundai to build a luxury car that would challenge the automotive elite. But we did. Nobody expected us to benchmark the industry’s best, then apply the art and science needed to meet those marks. But we did. Nobody thought we’d charm the pants off a jury of North America’s most esteemed automotive journalists, or be named "The Most Appealing Midsize Premium Car" in 2009 by J.D. Power and Associates.1 But we did. And by doing what few people expected of us, we now find ourselves as a car company that a lot of people are starting to think about in a whole new way. It’s 2010. Welcome to Hyundai. 1 The Hyundai Genesis received the highest numerical score among midsize premium cars in the proprietary J.D. Power and Associates 2009 Automotive Performance Execution and Layout Study.SM Study based on responses from 80,930 new-vehicle owners, measuring 245 models and measures opinions after 90 days of ownership. Proprietary study results are based on experiences and perceptions of owners surveyed in February-May 2009. Your experiences may vary. Visit jdpower.com. geNesIS 3.8 IN TItaNIUM GRay metallIC MEASURE GENESIS AGAINST OTHER LUXURY SEDANS. -
Atlanta Officials Make Major Move to Define the Region As Esports Capital
Media Contact: Erin Shearer Atlanta Sports Council 404.723.0016 [email protected] ATLANTA OFFICIALS MAKE MAJOR MOVE TO DEFINE THE REGION AS ESPORTS CAPITAL The Atlanta Sports Council launches Atlanta Esports Alliance™ to further position metro Atlanta as the capital of esports ATLANTA (November 14, 2019) – Today, the Atlanta Sports Council (ASC) announced the launch of the Atlanta Esports Alliance, its new division committed to bringing major esports and gaming events to metro Atlanta. The announcement Was made just ahead of DreamHack Atlanta, a three-day gaming experience featuring esports competitions, live music, exhibitions and more. Because Atlanta is the No. 1 city for gaming environment and No. 5 city for gamers, the Atlanta Esports Alliance is being launched to drive neW opportunities for teams, tournaments, venues and esports service providers and partners in Atlanta. Atlanta is home to three franchised city-based esports teams: the Atlanta Reign (Overwatch), Hawks Talon (NBA 2K) and the Atlanta FaZe (Call of Duty). With 150 gaming studios throughout the state of Georgia, the region is also the headquarters of esports game developers Hi-Rez Studios and Blue Mammoth, global leader in customized gaming controllers Scuf Gaming and professional esports league ELEAGUE. “Our goal is to continue being forward thinking,” said Dan Corso, president of the Atlanta Sports Council. “As We look ahead to the next decade, esports is going to continue to dominate the sports industry, and it was important for us as an organization to cement Atlanta as the capital of esports and use this platform as yet another economic driver.” A division of the Metro Atlanta Chamber (MAC), ASC facilitates the growth and development of sports in metro Atlanta by serving as a recruiter for major regional, national and international sports events. -
LCCC Esports Proposal
#TAKE FLIGHT Proposal for the Establishment of Esports at Laramie County Community College March 5, 2021 1 Executive Summary In fall of 2018, athletic director, Mr. Clark Rasmussen, developed an Esports committee; they explored the addition of Esports as a collegiate sport. As a part of that exploration an Esports Club was developed and began operating in Fall 2019. The inaugural club membership was six students. In fall 2019, the committee continued to meet with new Interim Athletic Director, Dr. Cindy Henning. As a result of changes in the athletic department, the Esports Committee was paused until Golden Eagle Athletics strategic planning was developed. In spring 2020, the Golden Eagles Athletics Strategic Plan was completed and approved. One component of the strategic plan is “wise exploration of areas for potential expansion of Golden Eagle Athletics offerings” (Soaring Into the Future, LCCC Golden Eagle Athletics 2020-2025 Strategic Plan, p. 4). As of spring 2021, the Esports Club has 31 members comprised of 25 men and six women. The most common programs LCCC’s Esports club members choose are: computer science, cyber security, computer information systems, Art, Multimedia and Music. In addition, English, Human Services, Criminal Justice, and Business Finance/Management are represented. Although Laramie County Community College and Golden Eagle Athletics experienced budget reductions in fiscal year 22, adopting Esports as an approved athletic offering supports the LCCC Mission, increases opportunities for students, including scholarships, aligns with the Golden Eagles Athletics strategic plan, and can be initiated at a much lower cost than other sports. What is Esports? Esports is “online competitive video gaming played through computers and electronic consoles” (Laramie County Community College, [n.d.]. -
The Evolving Heroine in Nintendo Adventure Games
The Princess and the Platformer: The Evolving Heroine in Nintendo Adventure Games Katharine Phelps Humanities 497W December 15, 2007 Just remember that my being a woman doesn't make me any less important! --Faris Final Fantasy V 1 The Princess and the Platformer: The Evolving Heroine in Nintendo Adventure Games Female characters, even as a token love interest, have been a mainstay in adventure games ever since Nintendo became a household name. One of the oldest and most famous is the princess of the Super Mario games, whose only role is to be kidnapped and rescued again and again, ad infinitum. Such a character is hardly emblematic of feminism and female empowerment. Yet much has changed in video games since the early 1980s, when Mario was born. Have female characters, too, changed fundamentally? How much has feminism and changing ideas of women in Japan and the US impacted their portrayal in console games? To address these questions, I will discuss three popular female characters in Nintendo adventure game series. By examining the changes in portrayal of these characters through time and new incarnations, I hope to find a kind of evolution of treatment of women and their gender roles. With such a small sample of games, this study cannot be considered definitive of adventure gaming as a whole. But by selecting several long-lasting, iconic female figures, it becomes possible to show a pertinent and specific example of how some of the ideas of women in this medium have changed over time. A premise of this paper is the idea that focusing on characters that are all created within one company can show a clearer line of evolution in the portrayal of the characters, as each heroine had her starting point in the same basic place—within Nintendo. -
Dreamhack Announces 2020 World Tour Schedule
FOR IMMEDIATE RELEASE December 9, 2019 DREAMHACK ANNOUNCES 2020 WORLD TOUR SCHEDULE WORLD’S PREMIER GAMING LIFESTYLE FESTIVAL TO VISIT 10 CITIES IN EUROPE, NORTH AMERICA AND ASIA DreamHack Returns to Leipzig, Dallas, Jönköping, Valencia, Montreal, Rotterdam, India, Atlanta, and Sevilla DreamHack to Make U.S. West Coast Debut in Anaheim, California STOCKHOLM — Today, Monday, December 9, 2019, DreamHack marks its 25th anniversary with “DreamHack Day” — a celebration of the festival’s early beginnings in 1994. What started as a gathering of friends and their computers in a school cafeteria — with no online access — has grown into a beacon of internet culture and a gathering place for gamers worldwide featuring everything gaming under one roof. DreamHack is now the premiere gaming lifestyle festival. 2020 Announcement Video Here 2020 Schedule Here While the anniversary was celebrated at DreamHack Winter 2019, the celebration will continue into 2020 to honor the many partners and cities that have been a part of DreamHack’s history. Some of DreamHack’s hallmark events over the last 25 years have included: ● 1994 — First ever DreamHack held in Malung, Sweden ● 2001 — DreamHack moves its Swedish event to Jönköping ● 2002 — DreamHack sets up Winter and Summer festivals for the first time ● 2011 — The first festival outside of Sweden is held in Valencia, Spain ● 2013 — The first Counter-Strike: Global Offensive Major takes place at DreamHack Winter ● 2015 — DreamHack iw acquired by MTG AB, and a new era begins ● 2016 — The first DreamHack Masters is held in Malmö, Sweden ● 2016 — First DreamHack festival in the U.S. takes place in Austin, TX ● 2017 — DreamLeague Season 8 at Winter is the first Dota 2 Major produced by DreamHack ● 2018 — First festival in Asia takes place in Mumbai, India ● 2019 — DreamHack celebrates its 25th anniversary on December 9 “DreamHack Day” always offers a time to reflect on the company’s past, present and future, but it also is a day to officially announce the 2020 world tour schedule. -
Fall 2014 Concert Series
Fall 2014 ConCert SerieS NIGEL HORNE, MUSIC DIRECTOR LAURA STAYMAN, CONCERT LEADER Saturday, December 13 - Herndon, VA Saturday, December 20 - Rockville, MD [Classical Music. Play On!] WMGSO.org | @WMGSO | fb/MetroGSO about the WMGSo The WMGSO is a community orchestra and choir whose mis- sion is to share and celebrate video game music with as wide an audience as possible, primarily by putting on affordable, accessi- ble concerts in the area. Game music weaves a complex, melodic thread through the traditions, values, and mythos of an entire culture, and yet it largely escapes recognition in professional circles. Game music has powerful meaning to millions of people. In it, we find deep emotion and basic truths about life. We find ourselves — and we find new ways of thinking about and expressing ourselves. We find meaning that transcends the medium itself and stays with us for life. WMGSO showcases this emerging genre and highlights its artistry. Incorporated in December 2012, WMGSO grew from the spirit of the GSO at the University of Maryland. About a dozen members showed up at WMGSO’s inaugural rehearsal. Since then, the group has grown to more than 60 musicians. The WMGSO’s debut at Rockville High School in June attracted an audience of more than 500. Also in June, the IRS accepted WMGSO’s appli- cation to become a 501(c)(3) tax-exempt organization, opening even more opportunities for the orchestra to grow. adMiniStration Music Director, Nigel Horne Chorusmaster, Jacob Coppage-Gross President, Ayla Hurley Vice President, Joseph Wang Secretary, Laura Stayman Treasurer, Chris Apple Public Relations, Robert Garner Webmaster, Jason Troiano Event Coordinator, Diana Taylor Assistant Treasurer, Patricia Lucast supporters From securing rehearsal space and equipment rentals, to print- ing concert programs and obtaining music licenses, we rely on the support of our members and donors. -
Fighting Games, Performativity, and Social Game Play a Dissertation
The Art of War: Fighting Games, Performativity, and Social Game Play A dissertation presented to the faculty of the Scripps College of Communication of Ohio University In partial fulfillment of the requirements for the degree Doctor of Philosophy Todd L. Harper November 2010 © 2010 Todd L. Harper. All Rights Reserved. This dissertation titled The Art of War: Fighting Games, Performativity, and Social Game Play by TODD L. HARPER has been approved for the School of Media Arts and Studies and the Scripps College of Communication by Mia L. Consalvo Associate Professor of Media Arts and Studies Gregory J. Shepherd Dean, Scripps College of Communication ii ABSTRACT HARPER, TODD L., Ph.D., November 2010, Mass Communications The Art of War: Fighting Games, Performativity, and Social Game Play (244 pp.) Director of Dissertation: Mia L. Consalvo This dissertation draws on feminist theory – specifically, performance and performativity – to explore how digital game players construct the game experience and social play. Scholarship in game studies has established the formal aspects of a game as being a combination of its rules and the fiction or narrative that contextualizes those rules. The question remains, how do the ways people play games influence what makes up a game, and how those players understand themselves as players and as social actors through the gaming experience? Taking a qualitative approach, this study explored players of fighting games: competitive games of one-on-one combat. Specifically, it combined observations at the Evolution fighting game tournament in July, 2009 and in-depth interviews with fighting game enthusiasts. In addition, three groups of college students with varying histories and experiences with games were observed playing both competitive and cooperative games together. -
Super Smash Bros. Melee: an Interdisciplinary Esports Ethnography
"Melee is Broken": Super Smash Bros. Melee: An Interdisciplinary Esports Ethnography Abbie ·spoopy' Rappaport A Thesis In the Department of Humanities Presented in Partial Fulfillment of the Requirements F or the Degree of Master of Arts (Individualized Program) at Concordia University Montreal, Quebec, Canada May 2020 © Abbie 'spoopy' Rappaport, 2020 CONCORDIA UNN ERSITY School of Graduate Studies This is to ce1tify that the thesis prepared By: Abbie ''spoooopy' Rappaport Entitled: Mellee iis Brrokkeenn”":: Supperr Smassh Bros.. Melleee:: An Interrdiisscciipplliinnary Esporrttss Etthnography and submitted in prutial fulfillment of the requirements for the degree of Indiivviiddualized Mastterss (IINDI MA)) complies with the regulations of the University and meets the accepted standru·ds with respect to originality and quality. Signed by the final examining committee: Rachel Berger Chair Darrrren Werrsshllerr Examiner Barrtt Siimon Examiner Pipppin Barr Thesis Supervisor(s) Darren Wershlerr,, Bart Simon,, Piippppin Baarrrr Approved by Rachel Berger Chair of Department or Graduate Program Director Effrosyni Diamantoudi, Dean, Date iii Abstract "Melee is Broken": Super Smash Bros. Melee: An Interdisciplinary Esports Ethnography Abbie 'spoopy' Rappaport This work presents a qualitative analysis of the esports community that plays and watches Super Smash Bros. Melee (SSBM) , a platform-based fighting game released for the Nintendo GameCube in 2001. SSBM is unusual as an esport for the way that it is built on a grass-roots foundation shaped by players (rather than the game's developers) and is contingent on the continued use of residual media objects, specifically the CRT television, Nintendo GameCube and Wii console coupled with the restraints of analog signal processing. SSBM players show particular dedication to dominant community practices like strict tournament rules and settings, shared use of dialect/nomenclatures, mode of play and so on, which are derived from, embedded in, and reinforced by specific hardware and software objects. -
The Book of Genesis in the Qur'an
Word & World 14/2 (1994) Copyright © 1994 by Word & World, Luther Seminary, St. Paul, MN. All rights reserved. page 195 The Book of Genesis in the Qur’an MARK HILLMER Luther Northwestern Theological Seminary, St. Paul, Minnesota The intent of this article is to show the impact of the book of Genesis on the Qur’an and how it used the Genesis material. I write as an outsider to the Islamic religion, as one not committed to the Islamic theologoumenon that the Qur’an is the uncreated speech of God. I share the conclusion that Muhammad heard the biblical material appearing in the Qur’an from Jews and Christians. This is the view of non-Islamic scholars, who differ only as to whether Muhammad is indebted more to Jews or to Christians or to a Jewish-Christian-gnostic pastiche. I find the last view likely.1 Muhammad imbibed, as prophets do, the cultural and religious ideas of his day; he had no direct access to the literary traditions behind these ideas. Three of the suras (chapters) of the Qur’an are named after persons from Genesis: Joseph, Noah, and Abraham. These are representative of how the Genesis material is handled in the Qur’an. The Joseph sura2 presents the Qur’an’s most direct use of the Old Testament, exhibiting by qur’anic standards a remarkable fidelity to the biblical text. The 1Abraham Geiger, Judaism and Islam (1898; reprint, New York, KTAV, 1970); Heinrich Speyer, Die biblischen Erzählungen im Qoran (1930; reprint, Hildesheim: Ohms, 1961); Jacques Jomier, The Bible and the Koran (New York: Desclee, 1964). -
The Foreign Language Camps, Operated by Virginia Tech Since-1981, Offer High School Students a One-Week Foreign Language Experience in French, German, Or Spanish
DOCUMENT RESUME ED 234 627 FL 013 946 AUTHOR Shrum, Judith TITLE Foreign Language Camps: A"Success Story. PUB DATE [83]' . NOTE 75p. PUB TYPE Reports - Descriptive (141) EDRS PRICE MF01/PC03 Plus Postage. DESCRIPTORS *Camping; Enrichment Activities; French; German; *Language Enrichment; Learning Activities; Secondary Education; *Second Language Instruction; Spanish IDENTIFIERS *Language Camps ABSTRACT The foreign language camps, operated by Virginia Tech since-1981, offer high school students a one-week foreign language experience in French, German, or Spanish. The camps bring together native speakers, high scho61 students and teachers, and university students and faculty to experience learning situations similar to those encountered in a foreig country. The participants, staff, facilitiet, activities, schedu e, and funding aredescribed. Activities include conversatiogroups, folk singing and dancing, hiking, sports, drama, games, nd films. Application forms, a sample syllabus, schedules, activity group materials, diplomas, evaluation forms, publicity materials, a teacher packet, and a proposed blidget are appended. (Author/RW) **********************w************************************************ Reproductions supplied by EDRS are the best that can be made frog the original document. *********************************************************************** E-oreign Language Camps: A Success Story Manuscript by Judith ShrUm . Assistant Professor, Division of CurriculLm and instruction; College _f Education/Denartment of Foreign LanguageS