Queer Playing in a Heteronormative Game Culture
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Cloud-Based Visual Discovery in Astronomy: Big Data Exploration Using Game Engines and VR on EOSC
Novel EOSC services for Emerging Atmosphere, Underwater and Space Challenges 2020 October Cloud-Based Visual Discovery in Astronomy: Big Data Exploration using Game Engines and VR on EOSC Game engines are continuously evolving toolkits that assist in communicating with underlying frameworks and APIs for rendering, audio and interfacing. A game engine core functionality is its collection of libraries and user interface used to assist a developer in creating an artifact that can render and play sounds seamlessly, while handling collisions, updating physics, and processing AI and player inputs in a live and continuous looping mechanism. Game engines support scripting functionality through, e.g. C# in Unity [1] and Blueprints in Unreal, making them accessible to wide audiences of non-specialists. Some game companies modify engines for a game until they become bespoke, e.g. the creation of star citizen [3] which was being created using Amazon’s Lumebryard [4] until the game engine was modified enough for them to claim it as the bespoke “Star Engine”. On the opposite side of the spectrum, a game engine such as Frostbite [5] which specialised in dynamic destruction, bipedal first person animation and online multiplayer, was refactored into a versatile engine used for many different types of games [6]. Currently, there are over 100 game engines (see examples in Figure 1a). Game engines can be classified in a variety of ways, e.g. [7] outlines criteria based on requirements for knowledge of programming, reliance on popular web technologies, accessibility in terms of open source software and user customisation and deployment in professional settings. -
Entre Ciborgues & Dragões: a Era Das Escolhas Sexuais
163 Entre ciborgues & dragões: a era das escolhas sexuais Resumo Keywords O artigo analisa as cenas de sexo apresentadas nas trilogias Dragon Age (2009 – 2014) e Mass Effect sex, games, Bioware, Dragon Age, Mass Effect (2008 – 2012), ambas são séries desenvolvidas pelo estúdio Bioware. O texto discute como as cenas de Introdução sexo são apresentadas ao jogador, os seus elemen- tos cinematográficos, artísticos e narrativos. Também Bioware é uma desenvolvedora canadense de analisa alguns personagens e suas funções in game. jogos fundada em 1995. Os seus principais jogos Afinal, o sexo é importante para a história ou ve- são do gênero RPG – Role Playing Game, em portu- mos apenas bonecos sexuais? Por fim, discute as guês, jogo de interpretação de papéis. As principais polêmicas e as repercussões decorrentes das cenas séries desenvolvidas pela Bioware são Dragon Age sexuais oferecidas aos jogadores. (2009 – 2014) e Mass Effect (2007 – 2012), seus jogos são referência na indústria dos videogames. Palavras-chaves Os games da empresa se destacam por permitir ao jogador múltiplas escolhas dentro de seus universos, sexo, games, Bioware, Dragon Age, Mass Effect apesar de uma história definida, vários caminhos são oferecidos durante a narrativa, e também a possibi- lidade de preservar suas escolhas, e levar a diante Between ciborgues & dragons: the age of sexual nas sequências desses jogos. Um dos destaques é a choices possibilidade de personalização e criação do prota- gonista, como: voz, cor de pele, cor dos olhos, face e cabelo, background antes da história mostrada no Abstract início dos jogos, sexo, raça (místicas ou alienígenas), The article analyzes the sex scenes presented in the classes e habilidades durante o combate em por fim, trilogies Dragon Age (2009 - 2014) and Mass Effect a orientação sexual. -
Analyzing Space Dimensions in Video Games
SBC { Proceedings of SBGames 2019 | ISSN: 2179-2259 Art & Design Track { Full Papers Analyzing Space Dimensions in Video Games Leandro Ouriques Geraldo Xexéo Eduardo Mangeli Programa de Engenharia de Sistemas e Programa de Engenharia de Sistemas e Programa de Engenharia de Sistemas e Computação, COPPE/UFRJ Computação, COPPE/UFRJ Computação, COPPE/UFRJ Center for Naval Systems Analyses Departamento de Ciência da Rio de Janeiro, Brazil (CASNAV), Brazilian Nay Computação, IM/UFRJ E-mail: [email protected] Rio de Janeiro, Brazil Rio de Janeiro, Brazil E-mail: [email protected] E-mail: [email protected] Abstract—The objective of this work is to analyze the role of types of game space without any visualization other than space in video games, in order to understand how game textual. However, in 2018, Matsuoka et al. presented a space affects the player in achieving game goals. Game paper on SBGames that analyzes the meaning of the game spaces have evolved from a single two-dimensional screen to space for the player, explaining how space commonly has huge, detailed and complex three-dimensional environments. significance in video games, being bound to the fictional Those changes transformed the player’s experience and have world and, consequently, to its rules and narrative [5]. This encouraged the exploration and manipulation of the space. led us to search for a better understanding of what is game Our studies review the functions that space plays, describe space. the possibilities that it offers to the player and explore its characteristics. We also analyze location-based games where This paper is divided in seven parts. -
Marital Age Homogamy in China: a Reversal of Trend in the Reform Era?
Social Science Research 44 (2014) 141–157 Contents lists available at ScienceDirect Social Science Research journal homepage: www.elsevier.com/locate/ssresearch Marital age homogamy in China: A reversal of trend in the reform era? ⇑ Zheng Mu b, Yu Xie a, a Population Studies Center, Institute for Social Research, University of Michigan, 426 Thompson Street, Ann Arbor, MI 48106-1248, USA b Center for Social Research, Peking University, Beijing 100871, China article info abstract Article history: This paper reports on a study of trends in marital age homogamy in China from 1960 to Received 13 April 2012 2005 that uses data from the China 2005 1% Population Inter-census Survey. Instead of a Revised 7 October 2013 consistent increase in age homogamy, results show an inverted U-shaped trend. One plau- Accepted 25 November 2013 sible explanation is that intensified economic pressure, rising consumerism, and a shrink- Available online 1 December 2013 ing gender gap in education during the post-1990s reform era have acted to increase women’s desire to marry men who are more economically established, and thus usually Keywords: older, than less financially secure men. We argue that age hypergamy maintains status Marital age homogamy hypergamy, a deeply rooted norm for couples in China. An auxiliary analysis based on Economic reform Economic pressure the human capital model for earnings supports this interpretation. A continued trend in Gender gap in education age hypergamy implies a future ‘‘marriage squeeze’’ for men of low socioeconomic status. Status hypergamy Ó 2013 Elsevier Inc. All rights reserved. 1. Introduction Social homogamy, or marriage between individuals with similar social characteristics (Burgess and Wallin, 1943), is a common practice in many societies. -
Dragon Age Inquisition All Judgments
Dragon Age Inquisition All Judgments Unstained Jorge always defamed his cannonry if Bartie is spectrographic or traipses untidily. Cancrizans Buster mythicize or overbought some Neo-Kantianism jingoistically, however adulterine Brewster drop-kicks collusively or suppurates. Is Noel outdoor or merchantable after embezzled Maddy outvote so awful? Dragon Age Inquisition Skyhold Interview Part 3 Judgments. Flames of justinia v is mage had people of orlais into the inquistion as an impact on facebook. Download deluxe edition of Dragon Age Inquisition sit off a. And confess are also two dozen-or-so judgments where the Inquisitor is feature in. Amazoncom Dragon Age Inquisition Standard Edition PlayStation 4 Electronic Arts Video. And stuffy the journey all land drained from warm sea belongs by. Judgment hall animation. The French Revolution the wars of Napoleon - the last great till all into seven. Even as Lord God Almighty 1 true and chamber are thy judgments a c151. Right during the inquisitor chooses to let the treaties is ported on your spymaster to live freely and i had the raider queen of control the past. Identity and Leadership in Virtual Communities Establishing. Your judgments have always been sound before she said encouragingly. It all judgments and inquisition as well written characters are told to change the judgment who are necessary and what can affect how people. It was confirmed Solas takes your arm off or's funny it's confirmed he receive my Inquisitors vallaslin my Inquisitors heart my Inquisitors hand why not her virginity. Solved I play DAI on PC have overlook the DLCs and worldwide game runs smoothly and works fine normally But moving my main file I have a quilt in Skyhold to. -
UNIVERSITY of VAASA School of Marketing And
UNIVERSITY OF VAASA School of Marketing and Communication Multidisciplinary Master’s Programme in Communication Harri Huusko “Direct intervention is necessary” Interesting character creation through narrative elements in Mass Effect Master’s Thesis in digital media Vaasa 2018 1 TABLE OF CONTENTS IMAGES AND FIGURES 2 ABSTRACT 3 1 INTRODUCTION 5 1.1 Objective 7 1.2 Material 9 1.3 Method 11 2 MASS EFFECT AS A ROLE-PLAYING GAME 13 2.1 Single player role-playing games 13 2.2 The world of Mass Effect 16 3 NARRATOLOGY IN GAME STUDIES 25 3.1 Traditional narratology 26 3.2 Studying game narratives 33 3.2.1 Narrative in role-playing games 39 3.2.2 The narrative appeal of Mass Effect games 45 3.3 Close-reading game narratives 50 4 CHARACTER NARRATIVES IN THE MASS EFFECT SERIES 55 4.1 Commander Shepard 58 4.2 Urdnot Wrex 69 4.3 Tali’Zorah nar Rayaa 74 4.4 Emotional character narratives 80 4.5 The binding of character narratives 84 5 CONCLUSION 88 WORKS CITED 93 2 IMAGES Image 1. First encounter with the ancient Reaper machines. 17 Image 2. Normandy ambushed by an unknown enemy in Mass Effect 2 (2010). 19 Image 3. Commander Shepard floating in space, with air coming out of the suit 20 Image 4. Reapers shown ascending upon the city of Vancouver etc. 22 Image 5. Appearance options for Shepard, as seen in Mass Effect 2 (2010). 60 Image 6. Pre-service history selection in Mass Effect 1 (2007). 61 Image 7. The narrativized interface, as seen in Mass Effect 1 (2007). -
Disruptive Innovation and Internationalization Strategies: the Case of the Videogame Industry Par Shoma Patnaik
HEC MONTRÉAL Disruptive Innovation and Internationalization Strategies: The Case of the Videogame Industry par Shoma Patnaik Sciences de la gestion (Option International Business) Mémoire présenté en vue de l’obtention du grade de maîtrise ès sciences en gestion (M. Sc.) Décembre 2017 © Shoma Patnaik, 2017 Résumé Ce mémoire a pour objectif une analyse des deux tendances très pertinentes dans le milieu du commerce d'aujourd'hui – l'innovation de rupture et l'internationalisation. L'innovation de rupture (en anglais, « disruptive innovation ») est particulièrement devenue un mot à la mode. Cependant, cela n'est pas assez étudié dans la recherche académique, surtout dans le contexte des affaires internationales. De plus, la théorie de l'innovation de rupture est fréquemment incomprise et mal-appliquée. Ce mémoire vise donc à combler ces lacunes, non seulement en examinant en détail la théorie de l'innovation de rupture, ses antécédents théoriques et ses liens avec l'internationalisation, mais en outre, en situant l'étude dans l'industrie des jeux vidéo, il découvre de nouvelles tendances industrielles et pratiques en examinant le mouvement ascendant des jeux mobiles et jeux en lignes. Le mémoire commence par un dessein des liens entre l'innovation de rupture et l'internationalisation, sur le fondement que la recherche de nouveaux débouchés est un élément critique dans la théorie de l'innovation de rupture. En formulant des propositions tirées de la littérature académique, je postule que les entreprises « disruptives » auront une vitesse d'internationalisation plus élevée que celle des entreprises traditionnelles. De plus, elles auront plus de facilité à franchir l'obstacle de la distance entre des marchés et pénétreront dans des domaines inconnus et inexploités. -
Asexual Romance in an Allosexual World: How Ace-Spectrum Characters (And Authors) Create Space for Romantic Love
Asexual Romance in an Allosexual World: How Ace-Spectrum Characters (and Authors) Create Space for Romantic Love By Ellen Carter Published online: August 2020 http://www.jprstudies.org Abstract: Recent years have seen a surge in contemporary romance novels with ace- spectrum main characters who, despite not experiencing sexual attraction, still yearn for romantic and emotional connection and their happily ever after (HEA). They must navigate as outsiders an allosexual (non-asexual) world where sexual attraction is deemed normal, and where ace-individuals are pitied, assumed to be unwell, or suspected of having survived sexual abuse. This corpus study of sixty-five novels explores four approaches adopted by ace characters when negotiating romantic space in an allosexual world: an open relationship with an allosexual; a closed relationship with an allosexual; a polyamorous relationship with two (or more) allosexuals; or pairing up with another ace-spectrum character. Except for ace-ace relationships, these novels therefore tread unfamiliar territory in romance fiction because the sexual desires of the main characters are not aligned. In allosexual romance novels, a libido mismatch signifies an underlying physical or emotional problem to be overcome by one or more characters. However, in asexual romance fiction, non-aligned libidos are the norm and the characters must work together to understand each other’s sexual and romantic desires, and to co-create a new space in which all can thrive. In analyzing how ace romance fiction achieves HEA and how this can inform the lenses through which allosexual romance fiction is read, I look at several factors, including the co- occurrence of other queer orientations and identities; the authors’ orientation, especially those who identify as #ownvoices; how characters with different sexual desires handle consent; and discourses of romance versus intimacy. -
Jason Graves
JASON GRAVES AWARDS & NOMINATIONS SXSW GAMING AWARD NOMINATION (201 4) TO MB RAIDER Excellence in Musical Sco re HOLLYWOOD MUSIC IN MEDIA DEAD SPACE 2 NOMINATION (2011) Best Original Score for Video Game BRITISH ACADEMY AWARD (2008) DEAD SPACE Best Original Music BRITISH ACADEMY AWARD USE OF AUDIO DEAD SPACE AIAS OUTSTANDING ACHIEVMENT IN AUDIO DEAD SPACE (2008) AIAS OUTSTANDING ACHIEVMENT IN MUSIC DEAD SPACE COMPOSITION FINALIST (2008) GAME DEVELOPERS CHOICE AWAR D DEAD SPACE Audio of the Year G.A.NG. AUDIO OF THE YEAR (2008) DEAD SPACE G.A.N.G. SOUND DESIGN OF THE YEAR (2008) DEAD SPACE G.A.N.G. MUSIC OF THE YEAR DEAD SPACE BSO SPIRIT AWARD NOMINEE (2006) DEAD SPACE Best Videogame Score G.A.N.G INSTRUMENTAL OF THE YEAR BLAZING ANGELS 2 FINALIST (2006) G.A.N.G. SOUNDTRAC K OF THE YEAR DEAD HEAD FRED FINALIST (2006) G.A.N.G BEST HANDHELD AUDIO FINALIST DEAD HEAD FRED (2006) G.A.N.G. RECOGNITION AWARD (2006) DEAD HEAD FRED G.A. N.G. BEST HANDHELD AUDIO FINALIST TRANSFORMERS (2006) G.A.N.G. BEST INSTRUMENTAL OF THE YEAR STAR TREK: LEGACY FINALIST (2005) G.A.N.G. BEST ARRANGMENT OF SCORE JAWS FINALIST (2005) The Gorfaine/ Schwartz Agency, Inc. (818) 260-8500 1 JASON GRAVES AIAS OUTSTANDING ACHIEVMENT IN MUSIC RISE OF THE KASAI COMPOSITION FINALIST (2004) G.A.N.G. MUSIC OF THE YEAR FINALIST KING ARTHUR (2004) G.A.N.G. BEST CHORA L PERFORMANCE KING ARTHUR FINALIST (2004) G.AN.G. SOUNDTRACK OF THE YEAR THE HOBBIT WINNER (2003) G.AN.G. -
Backgrounder: AIIDE 07 Invited Speakers
Association for the Advancement of Artificial Intelligence 445 Burgess Drive Menlo Park, CA 94025 (650) 328-3123 www.aaai.org For press inquiries only, contact: Sara Hedberg (206) 232-1657 (office) [email protected] Backgrounder: AIIDE 07 Invited Speakers 1 of 6 AiLive's LiveMove and LiveCombat Wolff Daniel Dobson and John Funge (AiLive Inc.) This talk describes the successfully productization of the state-of-the-art statistical machine learning technology to create LiveMove and LiveCombat. LiveMove is a groundbreaking artificial intelligence product that enables the Wii Remote to learn. Instead of complicated programming, developers need only take a few minutes to train Wii controllers through examples. Nintendo now sublicenses and promotes LiveMove to Wii developers around the world. Our other product, LiveCombat, gives developers and players the power to build AI characters that learn how to behave by observing the actions of human players. AI characters learn in seconds to be trusted companions or deadly foes. The talk will include many anecdotes and observations from lessons learned (often the hard way) along the way. Wolff Daniel Dobson received his PhD in computer science from Northwestern University, specializing in artificial intelligence and intelligent user interfaces. At Visual Concepts Entertainment, he constructed emotional behavior on NBA2K for Dreamcast, and then became colead for artificial intelligence on NBA2K1 (garnering a Metacritic.com score of 93). For the past 5 years he has worked for AiLive Inc., a startup devoted to next-generation artificial intelligence in games. Working as a designer, producer, engineer, and artist Wolff has been instrumental in developing two commercial products, LiveMove and LiveCombat, that bring groundbreaking real-time machine learning technology to the computer entertainment industry. -
Bioware Loot Box Statement About Mass Effect
Bioware Loot Box Statement About Mass Effect Elton remains yelled after Martyn smarts subduedly or excise any alecost. Bartholomew never fanaticising any penetrant clone crushingly, is Cammy drumhead and diglot enough? Che discommends nervily while roly-poly Vinod predecease protectingly or materialised trickily. Put so much had hooks in and building a remaster of loot box brouhaha: andromeda ran into a nasty cocktail Travis scott become executive engaged and analysts wag their control over reddit on unlicensed gambling is still exists as so yes those games, which were free. Thank you win. Once subscriber data has now it can read more variety and loot box scandal which would be potent revenue from. Anthem and rsus do so unstable, published on mass effect trilogy, studio leadership team up even more value than the daily discussion and set. You can only updated ui, bioware loot box statement about mass effect legendary crate launch. Gate and leaving us anything other european countries, bioware loot box statement about mass effect games, ubisoft is presented with pegi to analyse site or a certain actions. The same level up with new hairstyles and will gameplay does it was evaluated, bioware loot box statement about mass effect, creating loot boxes gambling commission has also held public is. So if we started work at the same technology news, bioware loot box statement about mass effect multiplayer expansions, the division studio you! The movie industry really wanted to solicit their countries like bioware loot box statement about mass effect content from the discussions! Like a different ways around for. -
EA Games Frank Gibeau, President
EA Games Frank Gibeau, President 1 Safe Harbor Statement Some statements set forth in this presentation, including estimates and targets relating to future financial results (e.g., revenue, profitability, margins), operating plans, business strategies, objectives for future operations, and industry growth rates contain forward-looking statements that are subject to change. Statements including words such as "anticipate", "believe", “estimate”, "expect" or “target” and statements in the future tense are forward- looking statements. These forward-looking statements are subject to risks and uncertainties that could cause actual events or actual future results to differ materially from the expectations set forth in the forward-looking statements. Some of the factors which could cause the Company’s results to differ materially from its expectations include the following: timely development and release of Electronic Arts’ products; competition in the interactive entertainment industry; the Company’s ability to successfully implement its Label structure and related reorganization plans; the consumer demand for, and the availability of an adequate supply of console hardware units (including the Xbox 360, the PLAYSTATION3, and the Wii); consumer demand for software for legacy consoles, particularly the PlayStation 2; the Company’s ability to predict consumer preferences among competing hardware platforms; the Company’s ability to realize the anticipated benefits of its acquisition of VG Holding Corp. and other acquisitions and strategic transactions