Specialized Writing and Reporting: Video Games and Communication 019:120:SCC
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Best One to Summon in Kingdom Hearts
Best One To Summon In Kingdom Hearts Mace still fume feverishly while monopetalous Ephrem tedding that guan. Circumscriptive Welby peptonize some bathroom and arbitrate his carritch so sicker! Prent rice her recliners isochronally, fundamental and unwatered. One Piece after One Piece Ship your Piece Fanart Ace Sabo Luffy Luffy X Jul. Can tilt the all-powerful energy source Kingdom Hearts. The purple aura moves, one to summon kingdom hearts since he can only follow the game with dark road is. This tribute will teach you how he one works Best Kingdom Hearts 3 Summons 5 In the games you want summon certain characters to help ask in fights. Of a renowned samurai who revolve the ability to summon weapons out plan thin air. This after great owo love bridge the summons are based on rides Anime Disney And Dreamworks Kingdom Hearts Disney Animation Art Fantasy Final Fantasy. Kingdom Hearts III Re Mind Limit Cut down Guide RPG Site. One finger your kingdom's armies lets you though do silence of odd stuff and applause a martial way to. Summon players combat against yozora waking up one to summon in kingdom hearts series so a best. Cast thundaga to let us to defeat if sora can be? Reset mating potion ark Fiarc. When Dark Inferno summons spheres it will disappear from my field. Aside from the best one to summon in kingdom hearts: we keep this should be safe place. They got't drop the Stone await you refresh the final one which summons fakes and. Kingdom Hearts Sora's 10 Best Team Attacks Ranked. -
The First but Hopefully Not the Last: How the Last of Us Redefines the Survival Horror Video Game Genre
The College of Wooster Open Works Senior Independent Study Theses 2018 The First But Hopefully Not the Last: How The Last Of Us Redefines the Survival Horror Video Game Genre Joseph T. Gonzales The College of Wooster, [email protected] Follow this and additional works at: https://openworks.wooster.edu/independentstudy Part of the Other Arts and Humanities Commons, and the Other Film and Media Studies Commons Recommended Citation Gonzales, Joseph T., "The First But Hopefully Not the Last: How The Last Of Us Redefines the Survival Horror Video Game Genre" (2018). Senior Independent Study Theses. Paper 8219. This Senior Independent Study Thesis Exemplar is brought to you by Open Works, a service of The College of Wooster Libraries. It has been accepted for inclusion in Senior Independent Study Theses by an authorized administrator of Open Works. For more information, please contact [email protected]. © Copyright 2018 Joseph T. Gonzales THE FIRST BUT HOPEFULLY NOT THE LAST: HOW THE LAST OF US REDEFINES THE SURVIVAL HORROR VIDEO GAME GENRE by Joseph Gonzales An Independent Study Thesis Presented in Partial Fulfillment of the Course Requirements for Senior Independent Study: The Department of Communication March 7, 2018 Advisor: Dr. Ahmet Atay ABSTRACT For this study, I applied generic criticism, which looks at how a text subverts and adheres to patterns and formats in its respective genre, to analyze how The Last of Us redefined the survival horror video game genre through its narrative. Although some tropes are present in the game and are necessary to stay tonally consistent to the genre, I argued that much of the focus of the game is shifted from the typical situational horror of the monsters and violence to the overall narrative, effective dialogue, strategic use of cinematic elements, and character development throughout the course of the game. -
Valuing Subjectivity in Journalism: Bias, Emotions, and Self-Interest As Tools in Arts Reporting
Original Article Journalism Valuing subjectivity in journalism: Bias, emotions, and self-interest as tools in arts reporting Phillipa Chong McMaster University, Canada Abstract This article examines the meanings and norms surrounding subjectivity across traditional and new forms of cultural journalism. While the ideal of objectivity is key to American journalism and its development as a profession, recent scholarship and new media developments have challenged the dominance of objectivity as a professional norm. This article begins with the understanding that subjectivity is an intractable part of knowing (and reporting on) the world around us to build our understanding of different modes of subjectivity and how these animate journalistic practices. Taking arts reporting, specifically reviewing, as a case study, the analysis draws on interviews with 40 book reviewers who write for major American newspapers, including The New York Times, The Los Angeles Times, The Washington Post, and prominent blogs. Findings reveal how emotions, bias, and self-interest are salient – sometimes as vice and sometimes as virtue – across the workflow of critics writing for traditional print outlets and book blogs and that these differences can be conceptualized as different epistemic styles. Keywords Blogs, emotion, literary journalism, newspapers, online media, practice, subjectivity/ objectivity Introduction Objectivity has long been the gold standard in American journalism and was key to its development into a profession (Benson and Neveu, 2005; Schudson, 1976). Yet Corresponding author: Phillipa Chong, Department of Sociology, McMaster University, 609 Kenneth Taylor Hall, 1280 Main Street West, Hamilton, ON L8S 4M4, Canada. Email: [email protected] Chong 2 scholars have complicated the picture by pointing to the unattainability of objectivity as an ideal with some noting the increasing acceptance of subjectivity across different forms of journalism (Tumber and Prentoulis, 2003; Wahl-Jorgensen, 2012, 2013; Zelizer, 2009b). -
Please Please Don't Buy This Game Like I Did. I
“Please please don't buy this game like I did. I feel terrible and wish I could return it!”: A corpus-based study of professional and consumer reviews of video games Andrew Kehoe and Matt Gee (Birmingham City University, UK) Background This paper is a corpus-based comparison of professional and consumer reviews of video games. Professional video games journalism is a well-established field, with the first dedicated publications launched in 1981 (Computer and Video Games in the UK, followed by Electronic Games in the US). Over the next 30 years, such publications were highly influential in the success of particular video games, often leading to accusations of conflicts of interest, with the publishers of the games under review also paying substantial amounts of money to advertise their products in the same video games magazines. The rapid growth of the web since the early 2000s has seen a decline in all traditional print media, and games magazines are no exception. Such publications have now been largely replaced by professional video games review sites such as IGN.com, established in 1996 as the Imagine Games Network. However, the influence of professional review sites such as IGN appears to be waning, with a recent report by the Entertainment Software Association suggesting that only 3% of consumers rely on professional reviews as the most important factor when making a decision on which game to purchase (ESA 2015). The decline of professional games reviews does not reflect the state of the video games industry in general. It has been estimated (Newzoo 2016) that the industry generated almost $100 billion of revenue worldwide during 2016. -
Reuters Institute Digital News Report 2020
Reuters Institute Digital News Report 2020 Reuters Institute Digital News Report 2020 Nic Newman with Richard Fletcher, Anne Schulz, Simge Andı, and Rasmus Kleis Nielsen Supported by Surveyed by © Reuters Institute for the Study of Journalism Reuters Institute for the Study of Journalism / Digital News Report 2020 4 Contents Foreword by Rasmus Kleis Nielsen 5 3.15 Netherlands 76 Methodology 6 3.16 Norway 77 Authorship and Research Acknowledgements 7 3.17 Poland 78 3.18 Portugal 79 SECTION 1 3.19 Romania 80 Executive Summary and Key Findings by Nic Newman 9 3.20 Slovakia 81 3.21 Spain 82 SECTION 2 3.22 Sweden 83 Further Analysis and International Comparison 33 3.23 Switzerland 84 2.1 How and Why People are Paying for Online News 34 3.24 Turkey 85 2.2 The Resurgence and Importance of Email Newsletters 38 AMERICAS 2.3 How Do People Want the Media to Cover Politics? 42 3.25 United States 88 2.4 Global Turmoil in the Neighbourhood: 3.26 Argentina 89 Problems Mount for Regional and Local News 47 3.27 Brazil 90 2.5 How People Access News about Climate Change 52 3.28 Canada 91 3.29 Chile 92 SECTION 3 3.30 Mexico 93 Country and Market Data 59 ASIA PACIFIC EUROPE 3.31 Australia 96 3.01 United Kingdom 62 3.32 Hong Kong 97 3.02 Austria 63 3.33 Japan 98 3.03 Belgium 64 3.34 Malaysia 99 3.04 Bulgaria 65 3.35 Philippines 100 3.05 Croatia 66 3.36 Singapore 101 3.06 Czech Republic 67 3.37 South Korea 102 3.07 Denmark 68 3.38 Taiwan 103 3.08 Finland 69 AFRICA 3.09 France 70 3.39 Kenya 106 3.10 Germany 71 3.40 South Africa 107 3.11 Greece 72 3.12 Hungary 73 SECTION 4 3.13 Ireland 74 References and Selected Publications 109 3.14 Italy 75 4 / 5 Foreword Professor Rasmus Kleis Nielsen Director, Reuters Institute for the Study of Journalism (RISJ) The coronavirus crisis is having a profound impact not just on Our main survey this year covered respondents in 40 markets, our health and our communities, but also on the news media. -
Master Thesis
1 Master Thesis THE VALUE OF METACRITIC AND ITS RELATIONSHIP WITH VIDEO GAME SALES FLAVIO TONA SHNEIDER MIKE-E January, 2020 2 3 Contents 1 INTRODUCTION ................................................................................................................................ 5 2 LITERATURE REVIEW ..................................................................................................................... 8 3 MARKET ANALYSIS ....................................................................................................................... 13 3.1 METASCORE ............................................................................................................................ 14 3.1.1 GRADE CONVERSION .................................................................................................... 17 3.2 HARDWARE MARKET ............................................................................................................ 19 3.3 SOFTWARE MARKET ............................................................................................................. 20 4 - VALUE ..................................................................................................................................................... 21 4.1 CONSUMER ....................................................................................................................................... 21 4.2 - VALUE FOR THE INDUSTRY AND USAGE ......................................................................................... 22 4 METHODOLOGY -
Rewriting the Story: Videogames Within the Post-Gamergate Society
Jones 1 Abigail Jones English 4995 Joanna Hearne Rewriting the Story: Videogames within the Post-Gamergate Society “Begin like this: If photographs are images, and films are moving images, then video games are actions.” - Gaming: Essays on Algorithmic Culture, Alexander Galloway Staring through the scope in Call of Duty Modern Warfare (2007), as you navigate through the boggy swamps of some exotic jungle, there is never any doubt that you are in control. The operator’s thumbs roll over the toggles of the controller signaling to the consul how the character on screen must move. By enacting actions within the real world, players affect the actions of the avatar within the game world. To any well-versed videogame player, this is common knowledge; when one plays a videogame it is to be engaged within the world of the game and to ultimately achieve the programmed goal of the game. Up until the creation of the videogame, mediums of entertainment were largely spectator based. While reading a book you may turn the page, but you do not affect the ending of the book. When viewing a movie you may be actively watching, but you are not able to change the ending of the movie. But when playing a videogame the decisions made within the game determine whether the goal is reached, or if it is not: game over. In Alexander Galloway’s essay, “Gaming: Essays on Algorithmic Culture,” he defines videogames as a medium based upon action; “There has emerged in recent years a whole new medium, computers and in particular videogames, whose foundation is not in looking and reading but in the instigation of material change through action.” It is this Jones 2 action that appeals to players--the level of interactivity and agency. -
The Mainstreaming of US Games Journalism
The Mainstreaming of US Games Journalism David B. Nieborg University of Amsterdam Turfdraagsterpad 9 1012 XT Amsterdam, NL [email protected] Maxwell Foxman Columbia University 116th St & Broadway New York, NY 10027, USA [email protected] Keywords journalism studies, games journalism, mainstreaming, games coverage, games industry EXTENDED ABSTRACT While a decade ago coverage of video games in the mainstream press was hardly guaranteed, it is difficult today to find a major daily or lifestyle magazine in the United States—from USA Today to The New Yorker—that is not taking games seriously. And yet this “mainstreaming” of games coverage has hardly come easily. Aside from the struggles of game critics themselves, who have acutely pointed to their tenuous and dependent relationship on the industry (Nieborg & Sihvonen, 2009), perhaps the most notable portrayal of game culture over the past years has been the Gamergate scandal—one of the most vitriolic chapters in games journalism (Mortensen, 2016). As a consequence, the mainstreaming of games journalism has given rise to critical questions concerning the role of the reporter. What is his/her relationship to the games industry? And, how is she/he shaped by the traditional practices of the press? Our paper is part of an ongoing investigation into contemporary modes of games journalism and seeks to answer these questions through an exploratory study of mainstream US games journalists’ coverage of both their beat and the wider industry. The paper draws on valuable work about the ever-changing role of arts and entertainment critics (e.g. Frey 2015). It also expands on previous analyses that uncovered a network of structural ambivalences among games critics in the enthusiast press (Foxman & Nieborg, 2016), driven in part by its dependency on, yet in a combative relationship with, the industry. -
Digital and Print News 2020-2021
Bachelor of Arts in Journalism – Digital and Print News 2020-2021 UNT CORE REQUIREMENTS SCHOOL REQUIREMENTS COMMUNICATION (ENGLISH COMP & RHETORIC) 6 hrs. GRAMMAR, SPELLING AND PUNCTUATION TEST A grade of C or higher is required for all UNT students All undergraduate journalism students must pass the ENGL 1310 3 hrs. Grammar, Spelling and Punctuation (GSP) Test to enroll in ENGL 1320 3 hrs. foundation courses and to take advanced level journalism coursework. More information about the GSP and when the MATHEMATICS test is being offered can be found at: See School of Journalism requirements. https://journalism.unt.edu/undergraduate/GSP LIFE & PHYSICAL SCIENCES 6 hrs. ELEMENTARY PROBABILITY & STATISTICS 3-4 hrs. Any from Approved List of Classes MATH 1680 FOREIGN LANGUAGE 6 hrs. CREATIVE ARTS 3 hrs. LANG 1010 Any from Approved List of Classes LANG 1020 Language options: Arabic, Chinese, French, German, Hebrew, Italian, Japanese, LANGUAGE, PHILOSOPHY & CULTURE 3 hrs. Latin, Portuguese, Russian, Sign Language (SPHS), Spanish. Any from Approved List of Classes See Foreign Language Dept. for placement exam information ADVANCED SOCIAL SCIENCE COURSES AMERICAN HISTORY 6 hrs. Four courses (12 hrs.) at the 3000/4000 level in the following areas of study: HIST 2610 3hrs. ANTH, ECON, GEOG, HIST, PHIL, PSCI, PSYC, SOWK, SOCI HIST 2620 3hrs. GOVERNMENT/POLITICAL SCIENCE 6 hrs. PSCI 2306 3hrs. PSCI 2305 3hrs. MINOR OF CHOICE A minor of 18 to 21 hours is required for all JOUR majors. SOCIAL & BEHAVIORAL SCIENCE 3 hrs. Any from Approved List of Classes *A complete list of minors can be found at catalog.unt.edu* DEGREE HOUR REQUIREMENTS COMPONENT AREA OPTION 6 hrs. -
Need for Speed SHIFT Console Demo Available October 1
Need for Speed SHIFT Console Demo Available October 1 Taste the True Driver's Experience in This Year's Most Critically Acclaimed Racing Game REDWOOD CITY, Calif., Sep 29, 2009 (BUSINESS WIRE) -- Electronic Arts Inc. (NASDAQ:ERTS) today announced that the console demo of the highly-rated Need for Speed SHIFT will be available for download on October 1 on PlayStation(R)Network and Xbox LIVE. The demo gives players a chance to see for themselves just how SHIFT delivers on the Need for Speed promise of speed, adrenaline and precision racing. Need for Speed SHIFT has been commended by AOL GameDaily as "one of 2009's best racing games" and as "outstanding" by IGN. Players will sample this year's most intense authentic racing game by pushing one of four cars to its limits on the world-famous Circuit de Spa-Francorchamps and the tight city circuit of London River. Players that dominate each track and collect enough stars will also unlock the ultimate racing machine; the Pagani Zonda F. Jump into the cockpit of one of these five cars and find out how Need for Speed SHIFT combines real-world physics with perception based G-forces to deliver a supercharged on-the-track experience. 1. BMW M3 (E46) 2. 2008 Dodge Viper SRT10 3. 2006 Lotus Elise 111R 4. 2008 Nissan GT-R 5. 2006 Pagani Zonda F (unlockable) The PC demo is currently available for download at www.needforspeed.com. The game introduces a brutal first-person crash dynamic that creates an unparalleled immersive experience. The signature cockpit view delivers a true driver's experience. -
Exploring the Potential of Game Audio for Wellbeing
Exploring the Potential of Game Audio for Wellbeing Katja Rogers Lennart Nacke Ulm University University of Waterloo Ulm, Germany Waterloo, Canada [email protected] [email protected] ABSTRACT relating to the high stress environments they are performed in. Music listening has long-standing ties to mental health, pos- For example, some professions like education or health care itive affective states, and wellbeing. Even outside of clini- services feature environments with chronic imbalances in the cal contexts, music is increasingly being explored as a cost- demands they place on individuals in comparison to resources effective, ubiquitous way to support emotion regulation and provided to meet those demands [39]. Exposure to stress and stress reduction in people’s everyday lives. Games have also related mental health issues in turn also predisposes people to been shown to have the capability to improve player well-being physical illness such as cancer and cardiovascular disease; this in certain contexts. However, the role of players’ exposure link between mental and physical health issues also leads to to background music in games toward leveraging this effect significant economic consequences [39, 44]. The WHO have has not been explored specifically. We explore the potential of emphasized the importance of prevention for achieving this games to act as a tool for relaxation and stress reduction for goal [44]. The reduction of stress in everyday life is therefore a the general public and discuss future research directions. good measure to improve the health of the general population and support their wellbeing. ACM Classification Keywords Games are, ideally, fun and enjoyable. -
Building a Video Game Collection: Resources to Help You Get Started Philip Hallman Ambassador Books and Media, [email protected]
Against the Grain Volume 20 | Issue 5 Article 33 November 2008 Media Minder -- Building a Video Game Collection: Resources to Help you Get Started Philip Hallman Ambassador Books and Media, [email protected] Follow this and additional works at: https://docs.lib.purdue.edu/atg Part of the Library and Information Science Commons Recommended Citation Hallman, Philip (2008) "Media Minder -- Building a Video Game Collection: Resources to Help you Get Started," Against the Grain: Vol. 20: Iss. 5, Article 33. DOI: https://doi.org/10.7771/2380-176X.5211 This document has been made available through Purdue e-Pubs, a service of the Purdue University Libraries. Please contact [email protected] for additional information. As I See It! from page 78 Media Minder — Building a Video So what do we potential customers do? We Game Collection: Resources to default to Google, and Google Scholar. Google is a starting point for much serious Help you Get Started research. It is free of charge. And it is good enough for most initial searches, given that we Column Editor: Philip Hallman (Ambassador are otherwise priced out of the market. We may Books and Media) <[email protected]> also visit a nearby university library on occasions where a generalist search engine is simply not y interest in video games began, Re- good enough. There, we might simply use Web and subsequently ended, with the sponding of Science or Scopus. Mrelease of Pong. It was Christmas, to the frenzy, Speaking personally, my search engine of 1975, and my eldest brother bought a system colleges and universities have joined the choice is Google/Google Scholar.