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TESIS: Grand Theft Auto IV. Impacto Y Contexto En Los Videojuegos Como
UNIVERSIDAD NACIONAL AUTÓNOMA DE MÉXICO FACULTAD DE ESTUDIOS SUPERIORES ACATLÁN Grand Theft Auto IV. Impacto y contexto en los videojuegos como parte de la cultura de masas Tesis para obtener el título de: Licenciado en Comunicación PRESENTA David Mendieta Velázquez ASESOR DE TESIS Mtro. José C. Botello Hernández UNAM – Dirección General de Bibliotecas Tesis Digitales Restricciones de uso DERECHOS RESERVADOS © PROHIBIDA SU REPRODUCCIÓN TOTAL O PARCIAL Todo el material contenido en esta tesis esta protegido por la Ley Federal del Derecho de Autor (LFDA) de los Estados Unidos Mexicanos (México). El uso de imágenes, fragmentos de videos, y demás material que sea objeto de protección de los derechos de autor, será exclusivamente para fines educativos e informativos y deberá citar la fuente donde la obtuvo mencionando el autor o autores. Cualquier uso distinto como el lucro, reproducción, edición o modificación, será perseguido y sancionado por el respectivo titular de los Derechos de Autor. Grand Theft Auto IV Impacto y contexto en los videojuegos como parte de la cultura de masas Agradecimientos A mis padres. Gracias, papá, por enseñarme valores y por tratar de enseñarme todo lo que sabías para que llegara a ser alguien importante. Sé que desde el cielo estás orgulloso de tu familia. Mamá, gracias por todo el apoyo en todos estos años; sé que tu esfuerzo es enorme y en este trabajo se refleja solo un poco de tus desvelos y preocupaciones. Gracias por todo tu apoyo para la terminación de este trabajo. A Ariadna Pruneda Alcántara. Gracias, mi amor, por toda tu ayuda y comprensión. Tu orientación, opiniones e interés que me has dado para la realización de cualquier proyecto que me he propuesto, así como por ser la motivación para seguir adelante siempre. -
The Videogame Style Guide and Reference Manual
The International Game Journalists Association and Games Press Present THE VIDEOGAME STYLE GUIDE AND REFERENCE MANUAL DAVID THOMAS KYLE ORLAND SCOTT STEINBERG EDITED BY SCOTT JONES AND SHANA HERTZ THE VIDEOGAME STYLE GUIDE AND REFERENCE MANUAL All Rights Reserved © 2007 by Power Play Publishing—ISBN 978-1-4303-1305-2 No part of this book may be reproduced or transmitted in any form or by any means – graphic, electronic or mechanical – including photocopying, recording, taping or by any information storage retrieval system, without the written permission of the publisher. Disclaimer The authors of this book have made every reasonable effort to ensure the accuracy and completeness of the information contained in the guide. Due to the nature of this work, editorial decisions about proper usage may not reflect specific business or legal uses. Neither the authors nor the publisher shall be liable or responsible to any person or entity with respects to any loss or damages arising from use of this manuscript. FOR WORK-RELATED DISCUSSION, OR TO CONTRIBUTE TO FUTURE STYLE GUIDE UPDATES: WWW.IGJA.ORG TO INSTANTLY REACH 22,000+ GAME JOURNALISTS, OR CUSTOM ONLINE PRESSROOMS: WWW.GAMESPRESS.COM TO ORDER ADDITIONAL COPIES OF THE VIDEOGAME STYLE GUIDE AND REFERENCE MANUAL PLEASE VISIT: WWW.GAMESTYLEGUIDE.COM ACKNOWLEDGEMENTS Our thanks go out to the following people, without whom this book would not be possible: Matteo Bittanti, Brian Crecente, Mia Consalvo, John Davison, Libe Goad, Marc Saltzman, and Dean Takahashi for editorial review and input. Dan Hsu for the foreword. James Brightman for his support. Meghan Gallery for the front cover design. -
On Liberty It’S Our Best Best Of
On Liberty It’s Our Best Best of... Issue Ever A guide to the city’s top Sights Entertainment Restaurants Bars Important Health Warning About Playing Video Games Table of Contents Photosensitive Seizures A very small percentage of people may experience a seizure when exposed to certain 02 Installation visual images, including flashing lights or patterns that may appear in video games. 04 Game Controls Even people who have no history of seizures or epilepsy may have an undiagnosed condition that can cause these “photosensitive epileptic seizures” while watching 08 Letter from the Editor video games. 10 Places Best Sights These seizures may have a variety of symptoms, including lightheadedness, altered vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, 12 Entertainment Best Place to Chill confusion, or momentary loss of awareness. Seizures may also cause loss of consciousness or convulsions that can lead to injury from falling down or striking 14 Restaurants Best Burger nearby objects. 16 Bars Best Brew Immediately stop playing and consult a doctor if you experience any of these 18 Feature Dating in the City symptoms. Parents should watch for or ask their children about the above symptoms—children and teenagers are more likely than adults to experience these 20 Technology Top Gadgets seizures. The risk of photosensitive epileptic seizures may be reduced by taking the following precautions: Sit farther from the screen; use a smaller screen; play in a well- 22 Credits lit room; and do not play when you are drowsy or fatigued. 32 Warranty If you or any of your relatives have a history of seizures or epilepsy, consult a doctor before playing. -
2019 Annual Report
TAKE-TWO INTERACTIVE SOFTWARE, INC. 2019 ANNUAL REPORT ANNUAL INC. 2019 SOFTWARE, INTERACTIVE TAKE-TWO TAKE-TWO INTERACTIVE SOFTWARE, INC. 2019 ANNUAL REPORT Generated significant cash flow and ended the fiscal year with $1.57$1.57 BILLIONBILLION in cash and short-term investments Delivered total Net Bookings of Net Bookings from recurrent $2.93$2.93 BILLIONBILLION consumer spending grew 47% year-over-year increase 20%20% to a new record and accounted for units sold-in 39% 2424 MILLIONMILLIONto date 39% of total Net Bookings Tied with Grand Theft Auto V as the highest-rated game on PlayStation 4 and Xbox One with 97 Metacritic score One of the most critically-acclaimed and commercially successful video games of all time with nearly units sold-in 110110 MILLIONMILLIONto date Digitally-delivered Net Bookings grew Employees working in game development and 19 studios 33%33% 3,4003,400 around the world and accounted for Sold-in over 9 million units and expect lifetime Net Bookings 62%62% to be the highest ever for a 2K sports title of total Net Bookings TAKE-TWO INTERACTIVE SOFTWARE, INC. 2019 ANNUAL REPORT DEAR SHAREHOLDERS, Fiscal 2019 was a stellar year for Take-Two, highlighted by record Net Bookings, which exceeded our outlook at the start of the year, driven by the record-breaking launch of Red Dead Redemption 2, the outstanding performance of NBA 2K, and better-than- expected results from Grand Theft Auto Online and Grand Theft Auto V. Net revenue grew 49% to $2.7 billion, Net Bookings grew 47% to $2.9 billion, and we generated significant earnings growth. -
Inside the Video Game Industry
Inside the Video Game Industry GameDevelopersTalkAbout theBusinessofPlay Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman Downloaded by [Pennsylvania State University] at 11:09 14 September 2017 First published by Routledge Th ird Avenue, New York, NY and by Routledge Park Square, Milton Park, Abingdon, Oxon OX RN Routledge is an imprint of the Taylor & Francis Group, an Informa business © Taylor & Francis Th e right of Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman to be identifi ed as authors of this work has been asserted by them in accordance with sections and of the Copyright, Designs and Patents Act . All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice : Product or corporate names may be trademarks or registered trademarks, and are used only for identifi cation and explanation without intent to infringe. Library of Congress Cataloging in Publication Data Names: Ruggill, Judd Ethan, editor. | McAllister, Ken S., – editor. | Nichols, Randall K., editor. | Kaufman, Ryan, editor. Title: Inside the video game industry : game developers talk about the business of play / edited by Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman. Description: New York : Routledge is an imprint of the Taylor & Francis Group, an Informa Business, [] | Includes index. Identifi ers: LCCN | ISBN (hardback) | ISBN (pbk.) | ISBN (ebk) Subjects: LCSH: Video games industry. -
Diseño De Productos Interactivos
GRADO UNIVERSITARIO OFICIAL Diseño de Productos Interactivos // Intruders: Hide & Seek, videojuego de alumnos de U-tad, disponible en PlayStation 4 y Steam. // Intruders: Hide & Seek, videojuego de alumnos de U-tad, disponible en PlayStation 4 y Steam. Bienvenido a CENTRO UNIVERSITARIO DE U-tad TECNOLOGÍA Y ARTE DIGITAL Bienvenido a U-tad y enhorabuena por dar tu primer paso hacia el futuro profesional con el que sueñas. Has llegado a la referencia en cuanto a formación en videojuegos. Un Centro Universitario donde los recursos tecnológicos, la calidad del profesorado y, sobre todo, el esfuerzo de los alumnos se unen para crear profesionales solventes, con la capacidad necesaria para integrarse en cualquier estudio de desarrollo del mundo. Somos el único Centro planificación y rigor de los Nuestra relación cercana con las Universitario de Europa fundado mismos. Los alumnos aprenden empresas nos permite detectar por profesionales de la industria haciendo y a lo largo del nuevas tendencias, incorporarlas digital desde la visión y el desarrollo del grado trabajan a nuestro temario, y formar así conocimiento que te aporta la en Proyectos, consolidando la a profesionales que dominen las experiencia de haber trabajado en formación recibida en cada curso tecnologías que se implantan en la industria tecnológica durante con prácticas adaptadas a su la actualidad. 30 años. nivel. Propuestas que van desde el trabajo individual creativo Nuestros alumnos están muy Entendemos la importancia de la hasta el acabado en equipo de bien valorados por la industria decisión del grado universitario un videojuego o un producto y contamos con un Servicio que eligen nuestros alumnos y la interactivo listo para de Desarrollo Profesional necesidad de desarrollar tanto su publicación. -
Grand Theft Auto
Generated significant cash flow and ended the fiscal year with nearly in cash and short-term investments Delivered record digitally-delivered net revenue of nearly Generated highest revenues ever from recurrent consumer spending – 53% year-over-year increase of digitally-delivered net revenue and Series with at least one five-million unit selling release; and 50 individual multi-million unit selling titles of total net revenue One of the most critically-acclaimed and commercially successful video games of all time with over units sold-in to date Sold-in nearly 7.5 million units to date and remains the top-selling and top-rated NBA simulation Employees working in game development and 15 studios around the world TAKE-TWO INTERACTIVE SOFTWARE, INC. 2016 ANNUAL REPORT Fiscal 2016 marked another year in which Take-Two delivered strong results, driven principally by positive momentum in our core offerings. We generated record digitally- delivered net revenue, including our highest-ever recurrent consumer spending, and significant cash flow. Today, Take-Two is a global leader in the interactive entertainment business, with some of the industry’s most commercially successful and critically acclaimed series that engage and excite audiences around the world across all relevant platforms. OUR KEY ACHIEVEMENTS • Grand Theft Auto V and Grand Theft Auto Online have exceeded our expectations in every quarter since their release, and continue to expand their audience nearly three years after their initial launch. Grand Theft Auto V remains the highest-rated title on PlayStation 4 and Xbox One, and is the “must- have” experience for gamers, especially as the installed base of new-generation consoles continues to grow. -
Manual English.Pdf
Chapter 1 TABLE OF CONTENTS GETTING STARTED Chapter 1: Getting Started ...................................................................1 Operating Systems Chapter 2: Interactions & Classes ........................................................6 Chapter 3: School Supplies ...................................................................9 Windows XP Chapter 4: Bullworth Society .............................................................12 Windows Vista Chapter 5: Credits ..............................................................................16 Minimum System Requirements Memory: 1 GB RAM 4.7 GB of hard drive disc space Processor: Intel Pentium 4 (3+ GHZ) AMD Athlon 3000+ Video card: DirectX 9.0c Shader 3.0 supported Nvidia 6800 or 7300 or better ATI Radeon X1300 or better Sound card: DX9-compatible Installation You must have Administrator privileges to install and play Bully: Scholarship Edition. If you are unsure about how to achieve this, please consult your Windows system manual. Insert the Bully: Scholarship Edition DVD into your DVD-ROM Drive. If AutoPlay is enabled, the Launch Menu will appear otherwise use Explorer to browse the disc, and launch. ABOUT THIS BOOK Select the INSTALL option to run the installer. Since publishing the first edition there have been some exciting new Agree to the license Agreement. developments. This second edition has been updated to reflect those changes. You will also find some additional material has been added. Choose the install location: Entire chapters have been rewritten and some have simply been by default we use “C:\Program Files\Rockstar Games\Bully Scholarship deleted to streamline your learning experience. Enjoy! Edition” BULLY: SCHOLARSHIP EDITION CHAPTER 1: GETTING STARTED 1 Chapter 1 Installation continued CONTROLS Once Installation has finished, you will be returned to the Launch Menu. Controls: Standard If you do not have DirectX 9.0c installed on your PC, then we suggest Show Secondary Tasks Arrow Left launching DIRECTX INSTALL from the Launch Menu. -
Lan Ps4 Digital Manual E
PHOTOSENSITIVITY/EPILEPSY/SEIZURES A very small percentage of individuals may experience epileptic seizures or blackouts when exposed to certain light patterns or flashing lights. Exposure to certain patterns or backgrounds on a television screen or when playing video games may trigger epileptic seizures or blackouts in these individuals. These conditions may trigger previously undetected epileptic symptoms or seizures in persons who have no history of prior seizures or epilepsy. If you, or anyone in your family, has an epileptic condition or has had seizures of any kind, consult your doctor before playing. IMMEDIATELY DISCONTINUE use and consult your doctor before resuming gameplay if you or your child experience any of the following health problems or symptoms: • dizziness, • eye or muscle twitches, • disorientation, • any involuntary • altered vision, • loss of awareness, • seizures, or movement or convulsion. RESUME GAMEPLAY ONLY ON APPROVAL OF YOUR DOCTOR. Use and handling of video games to reduce the likelihood of a seizure • Use in a well-lit area and keep as far away as possible from the television screen. • Avoid large screen televisions. Use the smallest television screen available. • Avoid prolonged use of the PlayStation®4 system. Take a 15-minute break during each hour of play. • Avoid playing when you are tired or need sleep. 3D images Some people may experience discomfort (such as eye strain, eye fatigue, or nausea) while watching 3D video images or playing stereoscopic 3D games on 3D televisions. If you experience such discomfort you should immediately discontinue use of your television until the discomfort subsides. SIE recommends that all viewers take regular breaks while watching 3D video, or playing stereoscopic 3D games. -
Spilling Hot Coffee? Grand Theft Auto As Contested Cultural Product
Aphra Kerr/IGTA book/2006 Spilling Hot Coffee? Grand Theft Auto as contested cultural product Dr. Aphra Kerr National University of Ireland Maynooth, Maynooth, Co. Kildare, Ireland. [email protected] Grand Theft Auto (GTA) games are highly successful, in terms of sales, and their content is part of an explicit business strategy which aims to exploit the latest technologies and platforms to develop content aimed at adult game players in certain markets. By all accounts this has been a highly successful strategy with the GTA franchise selling more than 30 million units across platforms by 2004, even before Grand Theft Auto: San Andreas (GTA SA) was launched in late 2004 (Take Two Interactive 2004). The latter was the top selling console game in the USA and in the top ten in the UK in 2005. At the same time the GTA series are arguably the most maligned of game products in many markets attracting much negative commentary and numerous legal actions in the USA. This chapter argues that the GTA case demonstrates a key tension within the cultural industries between the need to maximise sales globally and the need to conform to, or be seen to conform to, local distribution, social and moral systems. At the same time the story demonstrates that despite the widespread rhetoric of free trade and the dismantling of state sanctioned censorship systems in the USA, most parts of Europe and Australia, the censorship of cultural products continues and is perhaps a less overt, but nonetheless, highly political, socially negotiated and nationally specific process. GTA games are produced by a network of companies in the UK and in the USA. -
THE VIDEO GAME INDUSTRY the Video Game Industry (Often
THE VIDEO GAME INDUSTRY The video game industry (often referred to as interactive entertainment) is the economic sector involved with the development, marketing and sales of video games. It encompasses dozens of job disciplines and employs thousands of people worldwide. Game industry value chain The game industry value chain is made up of six connected and distinctive layers: 1. Capital and publishing layer: involved in paying for development of new titles and seeking returns through licensing of the titles. 2. Product and talent layer: includes developers, designers and artists, who may be working under individual contracts or as part of in-house development teams. 3. Production and tools layer: generates content production tools, game development middleware, customizable game engines, and production management tools. 4. Distribution layer: or the "publishing" industry, involved in generating and marketing catalogs of games for retail and online distribution. 5. Hardware (or Virtual Machine or Software Platform) layer: or the providers of the underlying platform, which may be console-based, accessed through online media, or accessed through mobile devices such as the iPhone. This layer now includes non-hardware platforms such as virtual machines (e.g. Java or Flash), or software platforms such as browsers or even further Facebook, etc. 6. End-users layer: or the users/players of the games.[2] [edit]Disciplines Latest trends in the game industry A fairly recent practice, since the mid-1990s, of the video game industry is the rise of game players as developers of game content. The rise of video game players as fourth-party developers of game content allows for more open source models of game design, development and engineering. -
The Rockstar Newswire
PRECAUTIONS PAN EUROPEAN GAMES INFORMATION (PEGI) AGE RATING SYSTEM • This disc contains software for the PlayStation®3 system. Never use this disc on any other system, as it could damage it. • This disc The PEGI age rating system protects minors from games unsuitable for their particular age group. PLEASE NOTE it is not a guide to gaming conforms to PlayStation®3 specifications for the PAL market only. It cannot be used on other specification versions of PlayStation®3. • Read difficulty. For further information visit www.pegi.info. the PlayStation®3 system Instruction Manual carefully to ensure correct usage. • When inserting this disc in the PlayStation®3 system always Comprising three parts, PEGI allows parents and those purchasing games for children to make an informed choice appropriate to the age of place it with the required playback side facing down. • When handling the disc, do not touch the surface. Hold it by the edge. • Keep the disc the intended player. The first part is an age rating: clean and free of scratches. Should the surface become dirty, wipe it gently with a soft dry cloth. • Do not leave the disc near heat sources or in direct sunlight or excessive moisture. • Do not use an irregularly shaped disc, a cracked or warped disc, or one that has been repaired with adhesives, as it could lead to malfunction. The second part of the rating may consist of one or more descriptors indicating the type of content in the game. Depending on the game, there HEALTH WARNING may be a number of such descriptors.