Playing Badly: the Heroic Cheat and the Ethics of Play a DISSERTATION
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Reality Inspired Games: Expanding the Lens of Games’ Claims to Authenticity
Reality Inspired Games: Expanding the Lens of Games’ Claims to Authenticity Robyn McMillan, Darshana Jayemanne, Iain Donald School of Design and Informatics, Division of Games and Arts University of Abertay Bell Street, Dundee DD1 1HG +44 1382 308000 [email protected] [email protected] [email protected] ABSTRACT This paper considers the potentials of contemporary games staking claims to realism through documentary and journalistic techniques as part of a wide-ranging cultural and technological phenomenon– ‘Reality Inspired Games’ or RIGs (Maurin, 2018). We argue that RIGs employ design techniques and strategies of legitimation that are valuable to the reactive development cycles in the indie sector, whilst also being beneficial for academic research and development. Through examining traditional documentary and the concept of Bruzzi’s performative documentary (2006) we highlight how this concept may allow developers to negotiate performativity and authenticity in their videogames. We discuss examples of such games in the realm of indie productions, such as That Dragon, Cancer (2016), This War of Mine (2014), and My Child Lebensborn (2018) and Bury Me, My Love (2017). All of which represent new ground for game design, documentary and journalistic techniques that have influenced our work on the MacMillan project. Keywords Reality Inspired Games, Documentary, Performativity, Indie “Much like photographs, paintings, literature and music are capable of transmitting the full range of the human experience from one human to another, so too can games. Due to their interactivity, games are capable of a higher form of communication, one which actively engages the participant and makes them a part of the experience rather than a passive observer” (Brathwaite & Sharp, 2010, p315). -
The Development and Validation of the Game User Experience Satisfaction Scale (Guess)
THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) A Dissertation by Mikki Hoang Phan Master of Arts, Wichita State University, 2012 Bachelor of Arts, Wichita State University, 2008 Submitted to the Department of Psychology and the faculty of the Graduate School of Wichita State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy May 2015 © Copyright 2015 by Mikki Phan All Rights Reserved THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) The following faculty members have examined the final copy of this dissertation for form and content, and recommend that it be accepted in partial fulfillment of the requirements for the degree of Doctor of Philosophy with a major in Psychology. _____________________________________ Barbara S. Chaparro, Committee Chair _____________________________________ Joseph Keebler, Committee Member _____________________________________ Jibo He, Committee Member _____________________________________ Darwin Dorr, Committee Member _____________________________________ Jodie Hertzog, Committee Member Accepted for the College of Liberal Arts and Sciences _____________________________________ Ronald Matson, Dean Accepted for the Graduate School _____________________________________ Abu S. Masud, Interim Dean iii DEDICATION To my parents for their love and support, and all that they have sacrificed so that my siblings and I can have a better future iv Video games open worlds. — Jon-Paul Dyson v ACKNOWLEDGEMENTS Althea Gibson once said, “No matter what accomplishments you make, somebody helped you.” Thus, completing this long and winding Ph.D. journey would not have been possible without a village of support and help. While words could not adequately sum up how thankful I am, I would like to start off by thanking my dissertation chair and advisor, Dr. -
Alex Gibney Film
Mongrel Media Presents A Kennedy/Marshall Production In association with Jigsaw Productions and Matt Tolmach Productions An Alex Gibney Film The ARMSTRONG Lie Official Selection Toronto Film Festival 2013 Distribution Publicity Bonne Smith Star PR 1028 Queen Street West Tel: 416-488-4436 Toronto, Ontario, Canada, M6J 1H6 Fax: 416-488-8438 Tel: 416-516-9775 Fax: 416-516-0651 E-mail: [email protected] E-mail: [email protected] www.mongrelmedia.com High res stills may be downloaded from http://www.mongrelmedia.com/press.html 2 THE ARMSTRONG LIE Written and Directed by ALEX GIBNEY Produced by FRANK MARSHALL MATT TOLMACH ALEX GIBNEY Director of Photography MARYSE ALBERTI Edited by ANDY GRIEVE TIM SQUYRES, A.C.E. Music by DAVID KAHNE Co-Producers JENNIE AMIAS MARK HIGGINS BETH HOWARD Associate Producers BRETT BANKS NICOLETTA BILLI Music Supervisor JOHN MCCULLOUGH 3 The ARMSTRONG Lie Synopsis In 2008, Academy Award® winning filmmaker Alex Gibney set out to make a documentary about Lance Armstrong’s comeback to the world of competitive cycling. Widely regarded as one of the most prominent figures in the history of sports, Armstrong had brought global attention to cycling as the man who had triumphed over cancer and went on to win bicycling’s greatest race, the Tour de France, a record seven consecutive times. Charting Armstrong’s life-story (and given unprecedented access to both the Tour and the man), Gibney began filming what he initially envisioned as the ultimate comeback story – Armstrong’s return from his 2005 retirement and his attempt to win his eighth Tour. -
Playing with Puppets: Foucauldian Power Relations in Bioshock and Borderlands 2
| Izabela Tomczak PLAYING WITH PUPPETS: FOUCAULDIAN POWER RELATIONS IN BIOSHOCK AND BORDERLANDS 2 Abstract The article investigates whether power/knowledge relations observed by Foucault in real life could be possibly applicable in the video game context. Two blockbuster titles, BioShock (2007) and Borderlands 2 (2009), are analysed to discuss the following aspects of Foucauldian theory: the existence of docile bodies, the creation of a dominant discourse of truth, and the maintenance of the created system. With regard to the creation of docile bod- ies, the perspective of two antagonists (Andrew Ryan and Handsome Jack) is centralised, and their role in creating a hierarchical system is presented. The Foucauldian rules of enclo- sure and rank, being crucial to the concept of docility, can be seen in the representation of the city of Rapture and the planet of Pandora. To develop the argument further, the rules connected to establishing and upholding the regime of truth, such as dissemination of knowledge, laws, monitoring and distribution of good, are analysed. Key words : Michel Foucault, power/knowledge, video games, Bioshock , Borderlands 2 Introduction Faced with rapid development, analyses of cultural products are bound to constantly expand to include new emergent genres. TV series, YouTube videos and blogs are reshaping and re-evaluating the state of the contemporary society, which in turn leads to greater confusion in their interpretation. One of the flour- ishing genres that challenges traditional modes of analysis are videogames. This 206 Playing with Puppets... unique mix of interactive and immersive features with pre-written narratives, at a glance, will seem to require separate critical tools; however, videogames still derive richly from literary theory and philosophy, and as such can be interpreted in those terms. -
Právnická Fakulta Masarykovy Univerzity Právo Informačních A
Právnická fakulta Masarykovy univerzity Právo informačních a komunikačních technologií Ústav práva a technologií Rigorózní práce Tvorba YouTuberů prizmatem práva na ochranu osobnosti dětí a mladistvých František Kasl 2019 2 Prohlášení Prohlašuji, že jsem rigorózní práci na téma: „Tvorba YouTuberů prizmatem práva na ochranu osobnosti dětí a mladistvých“ zpracoval sám. Veškeré prameny a zdroje informací, které jsem použil k sepsání této práce, byly citovány v poznámkách pod čarou a jsou uvedeny v seznamu použité literatury. ……………………….. František Kasl Právní stav byl v této práci zohledněn ke dni 1. 6. 2019. Překlady anglických termínů a textu v této práci jsou dílem autora práce, pokud není uvedeno jinak. 3 4 Poděkování Na tomto místě bych rád velmi poděkoval všem, kteří mi s vypracováním této práce pomohli. Děkuji kolegům a kolegyním z Ústavu práva a technologií za podporu a plodné diskuze. Zvláštní poděkování si zaslouží Radim Polčák za nasměrování a validaci nosných myšlenek práce a Pavel Loutocký za důslednou revizi textu práce a podnětné připomínky. Nejvíce pak děkuji své ženě Sabině, jejíž podpora a trpělivost daly prostor této práci vzniknout. 5 6 Abstrakt Rigorózní práce je věnována problematice zásahů do osobnostního práva dětí a mladistvých v prostředí originální tvorby sdílené za pomoci platformy YouTube. Pozornost je těmto věkovým kategoriím věnována především pro jejich zranitelné stádium vývoje individuální i společenské identity. Po úvodní kapitole přichází představení právního rámce ochrany osobnosti a rozbor relevantních aspektů významných pro zbytek práce. Ve třetí kapitole je čtenář seznámen s prostředím sociálních médií a specifiky tzv. platforem pro komunitní sdílení originálního obsahu, mezi které se YouTube řadí. Od této části je již pozornost soustředěna na tvorbu tzv. -
Sandrina Costa Pereira Vídeos Virais: Identificação E Análise De
Universidade de Aveiro Departamento de Comunicação e 2014 Arte Sandrina Vídeos Virais: identificação e análise de Costa caraterísticas dominantes Pereira Dissertação apresentada à Universidade de Aveiro para cumprimento dos requisitos necessários à obtenção do grau de Mestre em Comunicação Multimédia, realizada sob a orientação científica do Doutor Jorge Trinidad Ferraz de Abreu, Professor Auxiliar do Departamento de Comunicação e Arte da Universidade de Aveiro e coorientação científica do Doutor Pedro Alexandre Ferreira Santos Almeida, Professor Auxiliar do Departamento de Comunicação e Arte da Universidade de Aveiro. Dedico este trabalho aos meus pais e amigos íntimos pelo incentivo e apoio incondicional. o júri presidente Prof. Doutor Telmo Eduardo Miranda Castelão da Silva professor auxiliar do Departamento de Comunicação e Arte da Universidade de Aveiro Prof. Doutor Carlos Francisco Lopes Canelas professor adjunto da Escola Superior de Educação, Comunicação e Desporto do Instituto Politécnico da Guarda Prof. Doutor Jorge Trinidad Ferraz de Abreu professor auxiliar do Departamento de Comunicação e Arte da Universidade de Aveiro agradecimentos Ao meu orientador, Professor Jorge Ferraz e coorientador Professor Pedro Almeida que me concederam a honra de ser sua orientanda, pelo apoio incondicional, pelas horas perdidas que tiveram ao auxiliar-me e pelos sábios conselhos que me deram durante todo o percurso do mestrado. Aos meus pais que sempre me apoiaram durante toda aminha vida e no meu percurso escolar. Aos meus colegas do departamento que me acompanharam e ajudaram nesta trajetória. Um muito especial obrigado aos colegas da minha turma pelo companheirismo e pelo eterno apoio. Agradecimentos profundos, a minha colega do curso do ramo de Multimédia Interativa, Andreia Pereira, que foi o meu amparo nas horas mais difíceis e que me auxiliou no projeto. -
VILNIAUS DAILĖS AKADEMIJA VILNIUS ACADEMY of ARTS TOMAS DAUKŠA Meno Projektas IŠ PUSIAUSVYROS IŠVESTA SISTEMA SU GRĮŽTAMUO
VILNIAUS DAILĖS AKADEMIJA VILNIUS ACADEMY OF ARTS TOMAS DAUKŠA Meno projektas IŠ PUSIAUSVYROS IŠVESTA SISTEMA SU GRĮŽTAMUOJU RYŠIU Art Project SYSTEM DERIVED FROM EQUILIBRIUM WITH THE FEEDBACK LOOP Meno doktorantūra, Vaizduojamieji menai, Dailės kryptis (V 002) Art Doctorate, Visual Arts, Fine Arts (V 002) Vilnius, 2019 Meno projektas rengtas Vilniaus dailės akademijoje 2014–2019 metais KŪRYBINĖS DALIES VADOVAS: Prof. Konstantinas Bogdanas Vilniaus dailės akademija, dailė V 002 TIRIAMOSIOS DALIES VADOVĖ: Doc. dr. Agnė Narušytė Vilniaus dailės akademija, humanitariniai mokslai, menotyra H 003 KONSULTANTAS Prof. Henrik B. Andersen Vilniaus dailės akademija, dailė V 002 Meno projektas ginamas Vilniaus dailės akademijoje Meno doktorantūros dailės krypties gynimo taryboje: PIRMININKAS: Dr. Darius Žiūra Vaizduojamieji menai, dailė V 002 NARIAI: Doc. dr. Žygimantas Augustinas Vilniaus dailės akademija, vaizduojamieji menai, dailė V 002 Anders Kreuger Direktorius, Kohta kunsthalė, Helsinkis (Suomija) Dr. Tojana Račiūnaitė Vilniaus dailės akademija, humanitariniai mokslai, menotyra H 003 Prof. dr. Artūras Tereškinas Vytauto Didžiojo universitetas, socialiniai mokslai, sociologija S 005 Meno projektas ginamas viešame Meno doktorantūros dailės krypties gynimo tarybos posėdyje 2019 m. lapkričio 29 d. 14 val. Kūrybinių industrijų centre „Pakrantė“ (Vaidilutės g. 79, 10100-Vilnius). Su meno projektu galima susipažinti Lietuvos nacionalinėje Martyno Mažvydo, Vilniaus dailės akademijos bibliotekose. ISBN 978-609-447-326-5 2 The Artistic Research Project -
Austin Games Conference 2005
Why are we here? 28 th october 2005 Austin games conference profesSor Richard A. Bartle University of esSEx introduction • It is a truth universally acknowledged… • that I’ve called this talk “why are we here?” – I include as “we” those who would have been here if they hadn’t been out ”Networking” until 2:30am this morning • I do mean the question quite literally: why are any of us in this location right now ? • This is actually a meaningful question… 1 Deep and meaningful Put another way • Point of fact: you are All goinG to DIE • Given this information, why are you here ? In this converted balLroOm ? • Why aren’t you in – paris? – China? – Darfur? – Bed? – World of warcraft ? • Hmm, I guess some of you are in there… 2 Short answer • Well, you’re here because you’re mMorpg developers and this is a mmorpg developers’ conference – officially, “networked game development” conference… • [aside: I’m gonna call them virtual worlds , not mMorpgs ] – I’m not giving up on my book’s title yet , dammit! • But this leads to another question: Another question • Why are you [mmorpg] virtual world developers? • Why aren’t you – regular game developers? – Novelists? – Truck drivers? – Nuclear power station software engineers? – Lawyers? – level 80 on runescape with 2 blue masks, 2 green masks, 2 santa hats and a red party hat ? • “Because it would cost me $5,100 on ebay” (44 bids, 13 hours to go, and simbatamer realLy wants it) 3 hackers • Notice the subtitle answers • Some posSible answers: – You’re a vw developer Purely by acCident – You wanted a -
Im Geschichtsunterricht & in Der Politischen Bildung
DIGITALE SPIELE IM GESCHICHTSUNTERRICHT & IN DER POLITISCHEN BILDUNG Florian Aumayr Alexander Preisinger Stefan Ancuta 1 INHALT TEIL 1: EINLEITUNGSTEXTE von Florian Aumayr und Alexander Preisinger 4 Digitale Spiele als Unterrichtsmittel 6 Digitale Spiele in den Unterricht integrieren – Ideen für die Umsetzung 8 Allgemeine und historische Spieleanalyse In der Reihe „Digitales Lernen und Politische Bildung“ bereits erschienen: Politische Bildung und Klimawandel im digitalen digitales Lernen – Institu Spiel tionen, Tools und Spiele Andreas Endl, Alexander Alexander Preisinger, Christine Preisinger. Wien: Edition polis, Ottner. Wien: Edition polis, 2018. 12 Seiten. 2019. 28 Seiten. ISBN 978-3-902659-15-6. ISBN 978-3-902659-17-0. Das Heft für Lehrkräfte stellt Die Broschüre liefert Lehr- sechs Spiele zum Klimawan- kräften Ideen für den Einsatz del vor und prüft sie auf ihre digitaler Angebote und Basis- Einsetzbarkeit im Unterricht. informationen zu entsprechenden Einrichtungen. Der Dazu haben SchülerInnen der Schumpeter BHAK/ Aufbau des Hefts gliedert sich in Institutionen, exemp- BHAS (1130 Wien) mit Experten der Universität larische Tools und digitale Spiele. Bei der Auswahl Wien (Geschichtsdidaktik) und der Wirtschafts- wurde auf die rasche Einsetzbarkeit im Unterricht, die universität Wien (Nachhaltigkeitsmanagement) ein leichte Anwendbarkeit und den nach Möglichkeit kos- Analysesetting entwickelt und an Spielen in der Praxis tenlosen Zugang geachtet. Das elektronische Angebot erprobt. Die Texte der SchülerInnen dokumentieren soll dazu anregen, nicht einfach Altbewährtes zu ihre Spielerfahrung. Möglichst einfach wird so auch digitalisieren, sondern in neuen Bearbeitungsformen NichtspielerInnen vermittelt, dass es digitalen Spielen zu denken und handlungsorientiertes Unterrichten zu gelingen kann, ein anspruchsvolles Thema wie den Kli- gewährleisten. mawandel „erfahrbar“ zu machen. Zu jedem Spiel wird www.politik-lernen.at/pbunddigitaleslernen auch eine didaktische Umsetzung vorgeschlagen. -
The BG News August 24, 2005
Bowling Green State University ScholarWorks@BGSU BG News (Student Newspaper) University Publications 8-24-2005 The BG News August 24, 2005 Bowling Green State University Follow this and additional works at: https://scholarworks.bgsu.edu/bg-news Recommended Citation Bowling Green State University, "The BG News August 24, 2005" (2005). BG News (Student Newspaper). 7462. https://scholarworks.bgsu.edu/bg-news/7462 This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 4.0 License. This Article is brought to you for free and open access by the University Publications at ScholarWorks@BGSU. It has been accepted for inclusion in BG News (Student Newspaper) by an authorized administrator of ScholarWorks@BGSU. State University WEDNESDAY August 24, 2005 STILL UNDER FIRE: SUNNY Armstrong faces new HIGH: 79 LOW: 55 drug allegations; PAGE 8 www.bgnews.coni independent student press VOLUME 100 ISSUE 4 An integration of two art-forms in her mind. Music professor's If the music sounded green paintings inspired by to Assimakopoulos, then she her favorite songs would base the palette on that particular color. As an Assistant Professor of By Candice tones REPORTER flute in the College of Musical Arts, Assimakopoulos encour- Nina Assimakopoulos of the ages her students to explore all College of Musical Arts, listened forms of art to achieve a bet- to three of her favorite songs — ter understanding of the creative each for 30 hours straight — and process. then she painted them. She keeps art books on hand in Assimakopoulos used a single her music studio to help students song to inspire each of the paint- compare the two art forms ings in her series, entitled "Songs But on a personal level, she of Remembrance." considers the fusion of different The series is 19 paintings large, forms to be the most rewarding though just three of her best ones art possible. -
Bojin-Diss-Library Copy
Exploring the Notion of ‘Grinding’ in Massively Multiplayer Online Role Playing Gamer Discourse: The Case of Guild Wars by Nis Bojin M.A. (Communication & Culture), York University, 2005 B.A. (Psychology/Classical Studies Double Major), York University, 2000 Dissertation Submitted In Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy In the School of Interactive Arts and Technology Faculty of Communication, Art and Technology © Nis Bojin 2013 SIMON FRASER UNIVERSITY Summer 2013 Approval Name: Nis Bojin Degree: Doctor of Philosophy Title of Thesis: Exploring the Notion of ‘Grinding’ in Massively Multiplayer Online Role Player Gamer Discourse Examining Committee: Chair: Halil Erhan Assistant Professor (SFU-SIAT) John Bowes Senior Supervisor Professor, Program Director (SFU- SIAT) Suzanne de Castell Co-Supervisor Professor (University of Ontario Institute of Technology) Jim Bizzocchi Supervisor Associate Professor (SFU-SIAT) Carman Neustaedter Internal Examiner Assistant Professor (SFU-SIAT) Sean Gouglas External Examiner Associate Professor, Department of Anthropology (University of Alberta) Date Defended/Approved: May 29, 2013 ii Partial Copyright License iii Ethics Statement The author, whose name appears on the title page of this work, has obtained, for the research described in this work, either: a. human research ethics approval from the Simon Fraser University Office of Research Ethics, or b. advance approval of the animal care protocol from the University Animal Care Committee of Simon Fraser University; or has conducted the research c. as a co-investigator, collaborator or research assistant in a research project approved in advance, or d. as a member of a course approved in advance for minimal risk human research, by the Office of Research Ethics. -
A Rundown of What's Going on with Penny Arcade
12/27/2014 A Rundown of What’s Going on with Penny Arcade Now | A Rundown of What’s Going on with Penny Arcade Now Posted on June 20, 2013 by Tami Baribeau It hasn’t been that long since the last time Penny Arcade did something that cast the company in a negative light, but here we are again with another fiasco that’s been making its way around Twitter today. I thought it would be helpful to do a quick rundown of the events from today to make everyone aware of the situation and help answer some questions about why you might want to rethink supporting Penny Arcade, PAX, or anything affiliated with that organization. It all started today when this panel was posted from PAX Australia, titled “Why So Serious? Has the Industry Forgotten That Games Are Supposed to Be Fun?”. The original screencap of the description is below. “Why does the game industry garner such scrutiny from outside sources and within? Every point aberration gets called into question, reviewers are constantly criticised and developers and publishers professionally and personally attacked. Any titillation gets called out as sexist or misogynistic and involve any antagonist race other than Anglo-Saxons and you’re a racist. It’s gone too far and when will it all end? How can we get off the soapbox and work together to bring a new constructive age into fruition?” There is so much wrong with this panel description that I don’t even know where to begin. The idea that games as a medium are exempt from criticism because they’re “supposed to be fun” is ridiculous and immature.