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The Virtues of a Good Historian in Early Imperial Germany: Georg Waitz’S Contested Example 1
Published in Modern Intellectual History 15 (2018), 681-709. © Cambridge University Press. Online at https://doi.org/10.1017/S1479244317000142 The Virtues of a Good Historian in Early Imperial Germany: Georg Waitz’s Contested Example 1 Herman Paul Recent literature on the moral economy of nineteenth-century German historiography shares with older scholarship on Leopold von Ranke’s methodological revolution a tendency to refer to “the” historical discipline in the third person singular. This would make sense as long as historians occupied a common professional space and/or shared a basic understanding of what it meant to be an historian. Yet, as this article demonstrates, in a world sharply divided over political and religious issues, historians found it difficult to agree on what it meant to be a good historian. Drawing on the case of Ranke’s influential pupil Georg Waitz, whose death in 1886 occasioned a debate on the relative merits of the example that Waitz had embodied, this article argues that historians in early Imperial Germany were considerably more divided over what they called “the virtues of the historian” than has been acknowledged to date. Their most important frame of reference was not a shared discipline but rather a variety of approaches corresponding to a diversity of models or examples (“scholarly personae” in modern academic parlance), the defining features of which were often starkly contrasted. Although common ground beneath these disagreements was not entirely absent, the habit of late nineteenth-century German historians to position themselves between Waitz and Heinrich von Sybel, Ranke and Friedrich Christoph Dahlmann, or other pairs of proper names turned into models of virtue, suggests that these historians experienced their professional environment as characterized primarily by disagreement over the marks of a good historian. -
The Rhetoric of Persusasive Games
Anders Sundnes Løvlie The rhetoric of persuasive games Freedom and discipline in America’s Army Master’s thesis in media studies, Department of Media and Communication, University of Oslo March 5 th , 2007 Anders Sundnes Løvlie The rhetoric of persuasive games 2/136 Anders Sundnes Løvlie The rhetoric of persuasive games Summary Computer games are one of the most popular entertainment forms of our time. But these games can also be used for overt military propaganda – as in the case of the US Army’s vastly popular recruitment game America’s Army. This thesis uses computer game theory (often known as ludology) to try to understand how computer games can serve as representations of ideas. Looking at three fundamental aspects of computer games – the gameworlds, the rules and the player roles – I find three rhetorical strategies connected with these aspects: authenticity , legitimization and identification , respectively. All of these strategies are connected with an emphasis on discipline and constraints on player behavior within the game, and contribute to a subtly formed ethos which lends credibility and authority to the game – and by extension, to the US Army. Based on an argument about the nature of freedom and discipline in computer games, I suggest a model for rhetorical analysis of persuasive computer games which focuses on the game’s balance of freedom and constraints in each of the fundamental aspects of the game; in which the gameworld is seen on a spectrum between authenticity and autonomy, the player role on a spectrum between identification and identity play, and the game rules on a spectrum between legitimization and opposition. -
The Guild 2 Pc Game
The guild 2 pc game click here to download The Guild 2 is a unique mixture of RPG and life simulation in an immersive middle or may not like this based on your games, friends, and curators you follow. The Guild 2 is a real-time strategy video game with construction and management, . The Guild 2 Renaissance was awarded the Sound Award by PC Games. If you've never even heard of The Guild 2: Renaissance before, you could It doesn't help that virtually all the other Guild games thus far are. Metacritic Game Reviews, The Guild 2 for PC, Is it a life simulation? Yes, it is! Is it an RPG? An action game? Most definitely so. And the best. The Guild 2 is a unique mixture of RPG and life simulation in an immerse middle ages scenario. The player and his party become part of history and can even. For centuries Europe has been dominated by the church and nobility. On the shoulders of ordinary people the servants of god and the noble. While nobody expects a game about building a family dynasty in medieval Europe to be an action-packed thrill ride, The Guild 2 is so. Compete against up to 8 human opponents in a unique online mode; Control the fate of a powerful dynasty in medieval Europe; Build a dynasty utilizing a wide. the guild 2 gold edition crack torrent uploaded meganz Release name: the_guild_2-complete_edition-GOG (Base Game + PIRATES OF THE Platform : PC. The Guild 2 Complete DRM-Free - PC Game - Full Download - Gog Games Title: The Guild 2 Complete Genre: Simulation - Strategy - Historical. -
State of the Squad Tactical Shooter (STS) by Guest W Riter Chuck "Magnum MGG" Ankenbauer
Feature State of the Squad Tactical Shooter (STS) by Guest W riter Chuck "Magnum MGG" Ankenbauer W ow, Christmas is just around the corner! W hat does that mean for the PC gamer? W ell, to start with you need to start saving your money and begin deciding what games to get and what to pass up. I‘m not concerned with the thousands of console games to be released in the next few months, or even the hundreds of PC games (OK, I‘m bumping those numbers a little!), but I do want to talk about what squad tactical shooters are coming to the PC in the near future. Before we get started, let‘s break down what a squad tactical shooter is. W e all know that a squad is a group of soldiers, usually 10 to 12. A squad is part of a platoon, which is part of a company. —Tactical“ is the way that squad moves, engages, and sometimes retreats in battle. The tactics used by the squad include movement, formations, cover fire, flanking, and bounding over watch. There are many more but these are the most common. —Shooter—, well that‘s an easy one, a shooter is someone who shoots, someone who pulls the trigger of a gun, a weapon, or in our case clicks the left or right mouse button. There‘s been a lot of discussion on what makes a squad tactical shooter. Usually it‘s divided between more realistic games like Rainbow Six, Ghost Recon, and Operation Flashpoint and the other —run and gun“ type tactical shooters like Battlefield 1942, Blackhawk Down, and Joint Operations. -
Video Game Engagement, Gender, And
East Tennessee State University Digital Commons @ East Tennessee State University Electronic Theses and Dissertations Student Works 5-2017 Video Game Engagement, Gender, and Age: Examining Similarities and Differences in Motivation Between Those Who May or May Not Play Video Games Joseph Camarata East Tennessee State University Follow this and additional works at: https://dc.etsu.edu/etd Part of the Cognition and Perception Commons, Cognitive Psychology Commons, Communication Technology and New Media Commons, Community Psychology Commons, Environmental Studies Commons, Feminist, Gender, and Sexuality Studies Commons, Gender, Race, Sexuality, and Ethnicity in Communication Commons, Mass Communication Commons, and the Other Communication Commons Recommended Citation Camarata, Joseph, "Video Game Engagement, Gender, and Age: Examining Similarities and Differences in Motivation Between Those Who May or May Not Play Video Games" (2017). Electronic Theses and Dissertations. Paper 3260. https://dc.etsu.edu/etd/3260 This Thesis - Open Access is brought to you for free and open access by the Student Works at Digital Commons @ East Tennessee State University. It has been accepted for inclusion in Electronic Theses and Dissertations by an authorized administrator of Digital Commons @ East Tennessee State University. For more information, please contact [email protected]. Video Game Engagement, Gender, and Age: Examining Similarities and Differences in Motivation Between Those Who May or May Not Play Video Games A thesis presented to the faculty of the Department of Media and Communication East Tennessee State University In partial fulfillment of the requirements for the degree Master of Arts in Professional Communication by Joseph Camarata May 2017 Susan Waters Ph.D., Chair Robert Dunn Ph.D. -
The Guild 2 Renaissance Multiplayer Guide
The guild 2 renaissance multiplayer guide Continue Player Rating 9.2/10 development ▶: 2010▶ Publisher: Runoforge q jowooD ▶Janr: Real-time strategy ▶ collectors: PC ▶: Multiple (Russ) System Requirements:Recommended: System: Windows XP/Vista / 7 Processor: Intel Pentium 4 Q 1.5 GHz / AMD Athlon XP 1500' Memory: 1 GB video card: nVidia GeForce 6600 / ATI Radeon X1300 128 MB Sound Card: DirectX compatible card: 4GB Europe of middle-aged nervous events, but in your hands is her fate Together with friends, you will be able to divide the land, create dynasties, fight for women, and even bring heirs. The game has several different careers, merchandise, big locations, Guild 2: Renaissance is a separate addon and has all previous. In the online game where you create a map lobby of the world, choose the default city, then create a character with your own faith, signs of zodiac sign and unique class characteristics (patrons, thieves, craftsmen, scientists) - you can create a character. The development begins with the first building you built on the map, then - complete freedom. There is no frame, you can kill the npc player, and if the player does not have at least one family member, he can play, then for him the game is over. You can interact with each other in a variety of ways - stripped each other or each other to church, to court, where one player - a witness and the other - a judge. So playing cooperative games will or confrontation. It is most satisfying to play four times, divide the sphere of influence and create their great dynasty. -
11 Bit Studios Is a Warsaw-Based Game Developer and Publisher Mostly Known for This War of Mine
11 bit studios is a Warsaw-based game developer and publisher mostly known for This War of Mine. Their work is driven by philosophy summed up in a sentence MAKE YOUR MARK – creation of thought-provoking games that make you think even when you stop playing. Publisher is also known for providing all necessary support to game creators sharing the same philosophy. Contact us: 11bitstudios.com @11bitstudios @11bitstudios Children of Morta is a story-driven action RPG game about an extraordinary family of heroes. Lead the Bergons, with all their flaws and virtues, against the forthcoming Corruption. Will you be able to sacrifice everything to save the ones you care for? Genre: Action, Adventure, Indie, RPG Platform: PC, Switch, XONE, PS4 Release: Q3 2019 7LEVELS – a team hich made ts assion ecome ay lif develop test, nd istribut ga for ous latform since November 014. owever u goal t create high quality games, th ns intendo platforms ind. esides developing own titl 7LEVELS work with national d oreign lients. develop omplet qualit test yst for handl their marketin and distribution through channel l er th orld. Contact us 7lvls.com @7lvls Jet Kave Adventure Jetpack oug the ehistoric rld in a “Stone fiction” adventure platformer! Jet Adventure rin everythin you ove out D platforme Enj h skill-based action, challengin fight clever secret nd thrillin - pi n gam wher th St d ienc ficti collide. Genre Action, Adventur di latform Platform itch Release 19 A Square Softworks (A2S) is an indie game dev studio powered by NeticTech S.A. placed in Poznań oland ur team comprie of oung and amitious people for whom ameDev i not only a ob ut firt of all a fun and oful wa to epress ourelfs. -
Understanding Online Gaming: the Interplay of Gaming Motivations, Genre Preferences and Internet Gaming Disorder “
MASTERARBEIT / MASTER’S THESIS Titel der Masterarbeit / Title of the Master’s Thesis ” Understanding Online Gaming: The Interplay of Gaming Motivations, Genre Preferences and Internet Gaming Disorder “ verfasst von / submitted by Dora Leander Tinhof, BSc angestrebter akademischer Grad / in partial fulfilment of the requirements for the degree of Master of Science (MSc) Wien, 2019 / Vienna, 2019 Studienkennzahl lt. Studienblatt / A 066 840 degree programme code as it appears on the student record sheet: Studienrichtung lt. Studienblatt / Masterstudium Psychologie UG2002 degree programme as it appears on the student record sheet: Betreut von / Supervisor: emer. o. Univ.-Prof. Dr. Brigitte Rollett Abstract Research focusing on the complex system surrounding online gaming is still relatively rare. The aim of this study was therefore to explore connections between individual characteristics (age and gender), gaming motivations (Yee, 2006b), genre preferences (MMORPG, MOBA, FPS), gaming time and Internet Gaming Disorder (IGD; APA, 2013) using an online survey. Data from 3768 online gamers ranging from 18-52 years (M = 25.72; SD = 6.83) were analysed. The three gaming motivations Achievement, Immersion and Social were measured with an adapted version of Yee’s (2006b) motivation scale. IGD was measured with a short scale (IGDS9-SF; Pontes & Griffiths, 2015) based on the nine diagnostic criteria proposed in the DSM-5 (APA, 2013). Genre preferences were operationalised in form of three items asking for the enjoyment of MMORPGs, MOBAs and FPS games. Results showed that genre preferences were significantly predicted by age, gender and motivations. MOBAs and FPS games were preferred by younger, Achievement-motivated gamers and men, whereas MMORPGs were pre- ferred by Immersion-motivated gamers and women. -
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Militarisation of Interactions in FPS
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Press Start Press Start Militarisation of Interactions in FPS From Team Play to Squad Play: The Militarisation of Interactions in Multiplayer FPS Video Games. Adam Duell Keele University Abstract Since the inception of E-sports we have seen casual video game players develop into professionals who push the boundary of game mastery to new heights via coordinated team play. This short paper explores how a group of video game players adopt military-style communication methods and strategies to coordinate their actions in the popular tactical First Person Shooter (FPS) video game DayZ (Bohemia Interactive, 2014). Utilising the key components of team interaction in the context of distributed and ad-hoc military teams (Pascual et al., 1997), it is shown how a group of players evolved their interactions from team play to squad play. It is argued that squad play is an advancement of the strategic and tactical thinking embodied in team play through the adoption of real-world military interaction and communication strategies. Keywords multiplayer; FPS; interactions; militarisation Press Start 2014 | Volume 1 | Issue 1 ISSN: 2055-8198 URL: http://press-start.gla.ac.uk Press Start is an open access student journal that publishes the best undergraduate and postgraduate research, essays and dissertations from across the multidisciplinary subject of game studies. Press Start is published by HATII at the University of Glasgow. Duell Militarisation of Interactions in FPS Introduction Characterised by the players’ point of view, First Person Shooter (FPS) games are one of the most popular video game genres. -
The Senescence of Creativity: How Market Forces Are Killing Digital Games
The Senescence of Creativity: How Market Forces are Killing Digital Games Matthew M. White Memorial University [email protected] Abstract This paper examines the recent wave of repetitive, derivative commercial off-the-shelf games as a phenomenon posing dangerous implications for the health and viability of the video games industry, foreshadowing particularly a major crash or paradigm shift in the near future. Implicated in these predictions are the games industry's ignorance of player wants, needs, and individualities, the dangerous economic precedent of the generation of derivative works, and the evidence of gamer dissatisfaction through free and open gaming communities. The paper poses solutions in the form of player-centred game development and participatory design, arguing that facets of each may be the measures needed to allow the games industry to emerge from the aforementioned slump. Author Keywords Innovation; creativity; slump; video games industry; game production; games studies; theory; opinion Introduction In the decades since digital games first arrived in the home, the creative process by which games come into existence has undergone a significant paradigm shift. As technology, platforms, graphics and sound have become more advanced, barriers to entry have been created, both legal and financial. Gone are the days of the Atari 2600, during which any lone designer could develop and publish a game with relative ease. Today, licenses and copyrighted engines are generally required to develop for home consoles. With those licenses come financial and logistic hurdles for aspiring game designers. The lack of originality in games is well observed among those who play them; one need look only so far as the repeating series of slightly altered “license” games released each year, some examples include the FiFA series', or Madden series. -
Serious Games in Engineering: the Current State, Trends, and Future
Paper ID #32917 Serious Games in Engineering: The Current State, Trends, and Future Javeed Kittur, Arizona State University, Polytechnic campus Javeed Kittur is currently a doctoral student (Engineering Education Systems and Design) at Arizona State University, USA. He received a Bachelor’s degree in Electrical and Electronics Engineering and a Master’s degree in Power Systems from India in 2011 and 2014 respectively. He has worked with Tata Consultancy Services as Assistant Systems Engineer from 2011-2012, India. He has worked as an Assistant Professor (2014 to 2018) in the department of Electrical and Electronics Engineering, KLE Technological University, India. He is a certified IUCEE International Engineering Educator. He was awarded the ’Ing.Paed.IGIP’ title at ICTIEE, 2018. Mr. Tahzinul Islam, York University Tahzinul Islam obtained his B.Eng (Mechanical & Manufacturing Engineering) from Universiti Putra Malaysia, a research-intensive public university in Malaysia. He completed his year-long Bachelors’ re- search project on his own topic of ’Virtual Reality App to teach Psychomotor Skills to Engineering Design students’. He went on to pursue his M.Eng (Innovation & Engineering Design) at the same university, with the dissertation title of ’Innovative Concept Design of a waterjet propelled Flood Rescue Boat’. Currently, Tahzinul is enrolled at York University in the MASc. of Mechanical Engineering program, studying Solar Still Desalination. c American Society for Engineering Education, 2021 Serious Games in Engineering – The Current State, Trends and Future Abstract Since its inception in the late 20th Century, computer graphics have improved exponentially and is improving even further in new avenues. While arcade games were early adopters of computer graphics, it was really in the 1990s, with the advent of the personal computer, that video games really started to gain traction.