How the Video Game Life Is Strange Balances Entertainment with Empathy
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A Strange Loop
A Strange Loop / Who we are Our vision We believe in theater as the most human and immediate medium to tell the stories of our time, and affirm the primacy and centrality of the playwright to the form. Our writers We support each playwright’s full creative development and nurture their unique voice, resulting in a heterogeneous mix of as many styles as there are artists. Our productions We share the stories of today by the writers of tomorrow. These intrepid, diverse artists develop plays and musicals that are relevant, intelligent, and boundary-pushing. Our plays reflect the world around us through stories that can only be told on stage. Our audience Much like our work, the 60,000 people who join us each year are curious and adventurous. Playwrights is committed to engaging and developing audiences to sustain the future of American theater. That’s why we offer affordably priced tickets to every performance to young people and others, and provide engaging content — both onsite and online — to delight and inspire new play lovers in NYC, around the country, and throughout the world. Our process We meet the individual needs of each writer in order to develop their work further. Our New Works Lab produces readings and workshops to cultivate our artists’ new projects. Through our robust commissioning program and open script submission policy, we identify and cultivate the most exciting American talent and help bring their unique vision to life. Our downtown programs …reflect and deepen our mission in numerous ways, including the innovative curriculum at our Theater School, mutually beneficial collaborations with our Resident Companies, and welcoming myriad arts and education not-for-profits that operate their programs in our studios. -
Nordic Game Is a Great Way to Do This
2 Igloos inc. / Carcajou Games / Triple Boris 2 Igloos is the result of a joint venture between Carcajou Games and Triple Boris. We decided to use the complementary strengths of both studios to create the best team needed to create this project. Once a Tale reimagines the classic tale Hansel & Gretel, with a twist. As you explore the magical forest you will discover that it is inhabited by many characters from other tales as well. Using real handmade puppets and real miniature terrains which are then 3D scanned to create a palpable, fantastic world, we are making an experience that blurs the line between video game and stop motion animated film. With a great story and stunning visuals, we want to create something truly special. Having just finished our prototype this spring, we have already been finalists for the Ubisoft Indie Serie and the Eidos Innovation Program. We want to validate our concept with the European market and Nordic Game is a great way to do this. We are looking for Publishers that yearn for great stories and games that have a deeper meaning. 2Dogs Games Ltd. Destiny’s Sword is a broad-appeal Living-Narrative Graphic Adventure where every choice matters. Players lead a squad of intergalactic peacekeepers, navigating the fallout of war and life under extreme circumstances, while exploring a breath-taking and immersive world of living, breathing, hand-painted artwork. Destiny’s Sword is filled with endless choices and unlimited possibilities—we’re taking interactive storytelling to new heights with our proprietary Insight Engine AI technology. This intricate psychology simulation provides every character with a diverse personality, backstory and desires, allowing them to respond and develop in an incredibly human fashion—generating remarkable player engagement and emotional investment, while ensuring that every playthrough is unique. -
Doctor Strange Comics As Post-Fantasy
Evolving a Genre: Doctor Strange Comics as Post-Fantasy Jessie L. Rogers Thesis submitted to the faculty of the Virginia Polytechnic Institute and State University in partial fulfillment of the requirements for the degree of Master of Arts in English Karen Swenson, Chair Nancy A. Metz Katrina M. Powell April 15, 2019 Blacksburg, Virginia Keywords: Fantasy, Comics Studies, Postmodernism, Post-Fantasy Copyright 2019, Jessie L. Rogers Evolving a Genre: Doctor Strange Comics as Post-Fantasy Jessie L. Rogers (ABSTRACT) This thesis demonstrates that Doctor Strange comics incorporate established tropes of the fantastic canon while also incorporating postmodern techniques that modernize the genre. Strange’s debut series, Strange Tales, begins this development of stylistic changes, but it still relies heavily on standard uses of the fantastic. The 2015 series, Doctor Strange, builds on the evolution of the fantastic apparent in its predecessor while evidencing an even stronger presence of the postmodern. Such use of postmodern strategies disrupts the suspension of disbelief on which popular fantasy often relies. To show this disruption and its effects, this thesis examines Strange Tales and Doctor Strange (2015) as they relate to the fantastic cornerstones of Tolkien’s The Hobbit and The Lord of the Rings and Rowling’s Harry Potter series. It begins by defining the genre of fantasy and the tenets of postmodernism, then it combines these definitions to explain the new genre of postmodern fantasy, or post-fantasy, which Doctor Strange comics develop. To show how these comics evolve the fantasy genre through applications of postmodernism, this thesis examines their use of otherworldliness and supernaturalism, as well as their characterization and narrative strategies, examining how these facets subvert our expectations of fantasy texts. -
Playing Shakespeare Vernon Guy Dickson Michael Lutz
SAA 2021: Playing Shakespeare Vernon Guy Dickson Michael Lutz Participant Abstracts Lindsay Adams, Saint Louis University "Empowerment or Erasure? Agency, Feminism, and Invisible Disability in Elsinore" The vital question at the heart of Hamlet is action or inaction; the play and its titular protagonist are obsessed with choice and performance. Elsinore deconstructs the narrative of Hamlet through a time-loop game mechanic that offers a seemingly endless, and at times almost crippling, number of possible choices—utilizing the genre of science-fiction and the video game medium to address its source material’s concern. Elsinore deconstructs the narrative of Hamlet through a time-loop game mechanic that offers a seemingly endless number of possible choices for Ophelia — there are thirteen different endings for Elsinore, each tellingly beginning with the line, “This is the fate I choose.” The choice is given back to her and by extension the player. Elsinore uses its medium to explore the discursive possibilities of Hamlet and acknowledge more than one narrative of womanhood. The game looks to re-imagine the play through an intersectional lens; in this adaptation Ophelia is a biracial woman who grapples with prejudice due to her interlocking identities. Yet this intersectionality does not seem to extend to her identity as a disabled woman. Elsinore chooses to erase Ophelia’s identity as a person living with a mental disability. Its feminist rewrites make Ophelia a protagonist with agency over her own choices but turns her madness into a performance or a false patriarchal assumption. It seems to be impossible for Ophelia to be both empowered and disabled, as if two are mutually exclusive. -
PER MUDARRAGARRIDO TFG.Pdf
LOS VIDEOJUEGOS COMO HERRAMIENTA DE COMUNICACIÓN, EDUCACIÓN Y SALUD MENTAL RESUMEN Desde su sencillo origen en 1958 con Tennis For Two y su consiguiente auge en los años 80, la industria del videojuego se ha ido reinventando para hacer de la experiencia del jugador algo totalmente único. Es más que evidente la gran trascendencia de los videojuegos en nuestra sociedad actual, llegando a ser una de las industrias con más ganancias en los últimos años y una de las que más consigue mantener fieles a sus seguidores, debido a todas sus capacidades y aspectos beneficiosos más allá del entretenimiento. Por todo ello, entendemos que, si los videojuegos son un medio tan consolidado y con tanta trascendencia social en el ámbito del ocio, también pueden llegar a tener aplicaciones en otros ámbitos o disciplinas. Esta cuestión es la que va a ser tratada en nuestra investigación, exponiendo como objetivos el llegar a conocer las distintas aplicaciones de los videojuegos en otros ámbitos, debido a sus posibles aspectos beneficiosos (sin dejar de tener en cuenta los perjudiciales) y analizando el cómo son vistos a través de los ojos de una sociedad crítica. Para realizar la investigación nos hemos apoyado en juegos como Life is Strange, Gris o Celeste, así como en entrevistas y encuestas realizadas a una sección de la población. La principal conclusión que podemos sacar de la investigación es que: aunque el uso de los videojuegos no es una metodología muy acogida por los profesionales de la psicología, tiene un gran efecto positivo entre las personas que padecen algún tipo de trastorno psicológico o que ha sufrido acoso. -
The Characters and Conflicts in Marvel Studios “Doctor Strange” Movie
DOI: 10.24843/JH.2018.v22.i03.p30 ISSN: 2302-920X Jurnal Humanis, Fakultas Ilmu Budaya Unud Vol 22.3 Agustus 2018: 771-780 The Characters and Conflicts in Marvel Studios “Doctor Strange” Movie Ni Putu Ayu Mitha Hapsari1*, I Nyoman Tri Ediwan2, Ni Luh Nyoman Seri Malini3 [123]English Department - Faculty of Arts - Udayana University 1[[email protected]] 2[[email protected]] 3[[email protected]] *Corresponding Author Abstract The title of this paper is The Characters and Conflicts in Marvel Studios “Doctor Strange” Movie. This study focuses on categorization and function of the characters in the movie and conflicts in the main character (external and internal conflicts). The data of this study were taken from a movie entitled Doctor Strange. The data were collected through documentation method. In analyzing the data, the study used qualitative method. The categorization and function were analyzed based on the theory proposed by Wellek and Warren (1955:227), supported by the theory of literature proposed by Kathleen Morner (1991:31). The conflict was analyzed based on the theory of literature proposed by Kenney (1966:5). The findings show that the categorization and function of the characters in the movie are as follows: Stephen Strange (dynamic protagonist character), Kaecilius (static antagonist character). Secondary characters are The Ancient One (static protagonist character), Mordo (static protagonist character) and Christine (dynamic protagonist character). The supporting character is Wong (static protagonist character). Then there are two types of conflicts found in this movie, internal and external conflicts. Keywords: Character, Conflict, Doctor Strange. Abstrak Judul penelitian ini adalah The Characters and Conflicts in Marvel Studios “Doctor Strange” Movie. -
Games for Communication Final Report
1 Games for Communication Final Report June 2015 Matthew Barr Humanities Advanced Technology Institute, University of Glasgow [email protected] @hatii_matt 2 Introduction ............................................................................................................................................ 3 Aims ........................................................................................................................................................ 4 Format ..................................................................................................................................................... 4 Case Study: Minecraft ......................................................................................................................... 5 Case Study: Gone Home ...................................................................................................................... 7 Case Study: Never Alone ..................................................................................................................... 8 Case Study: Portal 2 .......................................................................................................................... 10 Results ................................................................................................................................................... 11 Discussion.............................................................................................................................................. 13 Conclusion ............................................................................................................................................ -
Being Jesus Christ in a Strange Land” Sermon Preached by Jeff Huber June 13-14, 2020
Theme: Church Status – It’s Complicated “Being Jesus Christ in a Strange Land” Sermon preached by Jeff Huber June 13-14, 2020 Scripture: Genesis 12:1-3; Luke 4: 28-30; Matthew 5: 13-16 VIDEO Sermon Starter SLIDE Being Jesus Christ in a Strange Land Today we begin a new series of sermons on what it means to be the church in this time of upheaval. As we were thinking about this idea and how important it is for us to talk about our mission and vision during uncertain times, the image of church status came to us because many of us often post an emoji to describe our status but if we were to do that today for the church, it would be complicated. We are still the church even though our building is closed and we are called to still find a way to be the presence of Jesus Christ, but sometimes that is disappointing and discouraging and sometimes there are new things we have discovered which bless us. We thought this graphic captures this idea which is why you sought in the opening video. GRAPHIC Its Complicated with Emojis I want to invite you, if you haven’t done so, to get out a pen or pencil and something to write on because I hope there will be some things you here today that you want to take with you. We also hope you will download our Meditation Moments when you get a chance which you can find on our website when you go to the sermons tab and click on this week’s sermon. -
Mediated Music Makers. Constructing Author Images in Popular Music
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Helsingin yliopiston digitaalinen arkisto Laura Ahonen Mediated music makers Constructing author images in popular music Academic dissertation to be publicly discussed, by due permission of the Faculty of Arts at the University of Helsinki in auditorium XII, on the 10th of November, 2007 at 10 o’clock. Laura Ahonen Mediated music makers Constructing author images in popular music Finnish Society for Ethnomusicology Publ. 16. © Laura Ahonen Layout: Tiina Kaarela, Federation of Finnish Learned Societies ISBN 978-952-99945-0-2 (paperback) ISBN 978-952-10-4117-4 (PDF) Finnish Society for Ethnomusicology Publ. 16. ISSN 0785-2746. Contents Acknowledgements. 9 INTRODUCTION – UNRAVELLING MUSICAL AUTHORSHIP. 11 Background – On authorship in popular music. 13 Underlying themes and leading ideas – The author and the work. 15 Theoretical framework – Constructing the image. 17 Specifying the image types – Presented, mediated, compiled. 18 Research material – Media texts and online sources . 22 Methodology – Social constructions and discursive readings. 24 Context and focus – Defining the object of study. 26 Research questions, aims and execution – On the work at hand. 28 I STARRING THE AUTHOR – IN THE SPOTLIGHT AND UNDERGROUND . 31 1. The author effect – Tracking down the source. .32 The author as the point of origin. 32 Authoring identities and celebrity signs. 33 Tracing back the Romantic impact . 35 Leading the way – The case of Björk . 37 Media texts and present-day myths. .39 Pieces of stardom. .40 Single authors with distinct features . 42 Between nature and technology . 45 The taskmaster and her crew. -
RELATIVE REALITY a Thesis
RELATIVE REALITY _______________ A thesis presented to the faculty of the College of Arts & Sciences of Ohio University _______________ In partial fulfillment of the requirements for the degree Master of Science ________________ Gary W. Steinberg June 2002 © 2002 Gary W. Steinberg All Rights Reserved This thesis entitled RELATIVE REALITY BY GARY W. STEINBERG has been approved for the Department of Physics and Astronomy and the College of Arts & Sciences by David Onley Emeritus Professor of Physics and Astronomy Leslie Flemming Dean, College of Arts & Sciences STEINBERG, GARY W. M.S. June 2002. Physics Relative Reality (41pp.) Director of Thesis: David Onley The consequences of Einstein’s Special Theory of Relativity are explored in an imaginary world where the speed of light is only 10 m/s. Emphasis is placed on phenomena experienced by a solitary observer: the aberration of light, the Doppler effect, the alteration of the perceived power of incoming light, and the perception of time. Modified ray-tracing software and other visualization tools are employed to create a video that brings this imaginary world to life. The process of creating the video is detailed, including an annotated copy of the final script. Some of the less explored aspects of relativistic travel—discovered in the process of generating the video—are discussed, such as the perception of going backwards when actually accelerating from rest along the forward direction. Approved: David Onley Emeritus Professor of Physics & Astronomy 5 Table of Contents ABSTRACT........................................................................................................4 -
An Analysis of Gendered Violence in Life Is Strange and Before the Storm Mitchi Anne Maja University of South Carolina - Columbia, [email protected]
University of South Carolina Scholar Commons Senior Theses Honors College Spring 2019 Violence in the Hands of Women: An Analysis of Gendered Violence in Life is Strange and Before the Storm Mitchi Anne Maja University of South Carolina - Columbia, [email protected] Follow this and additional works at: https://scholarcommons.sc.edu/senior_theses Part of the Feminist, Gender, and Sexuality Studies Commons, Gender and Sexuality Commons, and the Other Film and Media Studies Commons Recommended Citation Maja, Mitchi Anne, "Violence in the Hands of Women: An Analysis of Gendered Violence in Life is Strange and Before the Storm" (2019). Senior Theses. 287. https://scholarcommons.sc.edu/senior_theses/287 This Thesis is brought to you by the Honors College at Scholar Commons. It has been accepted for inclusion in Senior Theses by an authorized administrator of Scholar Commons. For more information, please contact [email protected]. Maja 2 TABLE OF CONTENTS Abstract 3 Introduction 4 Method and Gameplay 15 Female Violence 23 Male Violence 48 Works Cited 52 Maja 3 ABSTRACT This thesis is an analysis of the video games Life is Strange and Before the Storm and how they serve to reflect social expectations and norms placed upon both women and men even today. Cultural studies recently accepted video games as a form of media to study, especially with the prevalence and accessibility of video games in various platforms. Violence in video games is culturally associated with men and the male audience; my analysis focuses on violence in the hands of women. By analyzing the choices I made as a player and how these games present their narratives and characters, I conclude that these video games, which are thus a reflection of society, still hold both women and men to a traditionalist standard. -
Life Is Strange 2: Tutti I Dettagli
Life is Strange 2: tutti i dettagli Non è semplice sviluppare un gioco che possa legare emotivamente giocatore e protagonista, ma Dontnod ce l’ha fatta. Con Life is Strange ha creato un mondo del tutto nuovo, con personaggi comuni sotto alcuni punti di vista, ma unici nel complesso. Già dal primo episodio, pubblicato il 30 gennaio 2015, la critica e soprattutto i giocatori, di tutte le età, hanno elogiato il titolo, tanto da permettere a Square Enix di pubblicare altri due giochi: Life is Strange: Before The Storm e, un solo episodio di The Awesome Adventures of Captain Spirit, un assaggio di quel ci aspetterà in Life is Strange 2. Proprio quest’ultimo è stato il protagonista di un trailer e un video gameplay pubblicato prima dell’apertura al pubblico di una delle fiere più importanti d’Europa: la Gamescom di Colonia. Dontnod ha, sin dal primo capitolo della saga, creato e sviluppato dei personaggi semplici, con vite comuni, dei soggetti mai stereotipati, in modo che ogni giocatore, indipendentemente dall’età, possa immergersi, possa identificarsi in uno dei personaggi. I problemi che affliggono i protagonisti sono di vita quotidiana nell’adolescenza: amori non corrisposti, litigi e incomprensioni con i genitori, amicizie che finiscono e altre che cominciano, bullismo, droga e molto altro. Dontnod, con Chloe e Max è riuscita a fare tutto ciò: due ragazzine che si affacciano al mondo “adulto”, due semplici adolescenti, che con la loro naturalezza hanno stregato milioni di giocatori. Questa volta, però, i protagonisti saranno due ragazzi e la storia sarà ambientata non più ad Arcadia Bay, ma a Seattle.