Gaming the Comic Book: Turning the Page on How Comics and Videogames Intersect As Interactive, Digital Experiences
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September 2014 Abstract
Creating a User-centred Metadata Schema for Digital Comics A study submitted in partial fulfillment of the requirements for the degree of Master of Science in Information Management at THE UNIVERSITY OF SHEFFIELD by Jeongha Son September 2014 Abstract Background. Due to the lack of research and commercial interest of digital comic metadata schemas, readers could face difficulties in finding digital comics. Therefore, a domain specific metadata schema should be considered and developed for supporting information seeking process digital comics. Aims. The research aimed to create user-centred metadata for digital comics by investigating the information seeking process of digital comic users. Methods. The research used a mixed methods approach including a combination of domain analysis and questionnaire. Domain analysis techniques were used to collect potential metadata elements for describing digital comics. A number of developed metadata schemas, commercial digital comic related websites and library catalogs were investigated. A questionnaire was also designed to investigate the information seeking process of digital comics’ users and was piloted with five digital comic readers. The URL link of the revised online questionnaire was distributed mainly by e-mail (the University of Sheffield student volunteer lists) to recruit digital comic readers (non-probability sampling). Finally, sixty-five digital comic readers took part in the survey. Results. Firstly, using the domain analysis technique a total of sixty-nine elements were collected. These were divided mainly in to two parts (elements for general description and elements for series, volume and episode (issue) description) to describe the hierarchical structures of digital comics. Secondly, a number of findings were made about digital comic users by analysing the result of the questionnaire. -
Abbott Downloads Over 800 Instant Downloads
2013 ABBOTT DOWNLOADS OVER 800 INSTANT DOWNLOADS Thank you for taking the time to download this catalog. We have organized the downloads as they are on the website – Books, Manuscripts, Workshop Plans, Tops Magazines, Free With Purchase. Clicking on a link will take you directly to that category. Greg Bordner Abbott Magic Company 1/26/2013 Contents ABBOTT DOWNLOADABLE BOOKS ................................................................................................. 5 ABBOTT DOWNLOADABLE MANUSCRIPTS .................................................................................. 8 ABBOTT DOWNLOADABLE WORKSHOP PLANS ....................................................................... 11 ABBOTT DOWNLOADABLE TOPS MAGAZINES ......................................................................... 15 ABBOTT DOWNLOADABLE INSTRUCTIONS .............................................................................. 17 ABBOTT FREE DOWNLOADS ........................................................................................................... 46 ABBOTT DOWNLOADABLE BOOKS All Abbott Book Downloads are $4 – Downloads are instant if you use PayPal Book 15 Great Illusions Book 21 Gems of Magic Book 50 Kute koin Tricks Book 50 Tricks With A Paper Cone Book Abbott Book of Escapes Book Anthology of Card Magic Book Art of Body Loading Book Bag O Trix Book Best of Senator Crandall Book Card Magic of the Mind Book Chinese Magic & Illusions Book Coin and Money Magic Book Comedy Tonight Book Book Eddie Joseph on Cups and Balls Book Eddie's Dumfounders -
Intermedial Communication in Interactive Works: Dialogue Between the Media in the Game Fantasy Final VII
Brazilian Journal of Development 14303 ISSN: 2525-8761 Intermedial Communication in Interactive Works: Dialogue between the Media in the game Fantasy Final VII Comunicação Intermidiática em Obras Interativas: Diálogos entre as Mídias no Jogo Final Fantasy VII DOI:10.34117/bjdv7n2-177 Recebimento dos originais: 27/01/2021 Aceitação para publicação: 09/02/2021 Lucas Gonçalves Rodrigues Mestrando em Imagem e Som Universidade Federal de São Carlos Endereço:Rodovia Washington Luís, km 235 - SP-310 São Carlos - São Paulo, Brasil E-mail:[email protected] Luiz Ricardo Gonzaga Ribeiro Mestrando em Engenharia de Produção Universidade Federal de São Carlos Endereço:Rodovia Washington Luís, km 235 - SP-310 São Carlos - São Paulo, Brasil E-mail:[email protected] Paulo Roberto Montanaro Doutor em Educação Universidade Federal de São Carlos Endereço:Rodovia Washington Luís, km 235 - SP-310 São Carlos - São Paulo, Brasil E-mail:[email protected] Leonardo Antônio de Andrade Doutor em Ciências da Computação Universidade Federal de São Carlos Endereço:Rodovia Washington Luís, km 235 - SP-310 São Carlos - São Paulo, Brasil E-mail:[email protected] ABSTRACT Intermediality can be defined as the phenomenon in which a work of art appropriates the linguistic resources of two or more media, resulting in something that is potentially new and initially difficult to classify. The understanding of this exchange can be useful to authors who seek to overcome the traditional limits of a particular language, art form or medium. This paper sought to investigate the bibliography on this subject to primarily understand how games present themselves as a complex form of media and then draw parallels that can initiate a bridge between the intermediality theory and the study of contemporary interactive media. -
2014 Annual Report
t 2014 ANNUAL REPORT KOKUA Extending loving, sacrificial help to others IRONMANFOUNDATION.ORG IRONMANFOUNDATION.ORG TABLE OF CONTENTS 01 MISSION // 02 VISION // 03 ABOUT THE FOUNDATION // 04 GRANT SPOTLIGHTS // 11 FOUNDATION AMBASSADOR TEAM 12 YOUR JOURNEY, YOUR CAUSE // 13 KONA AUCTION // 14 PARTNERS // 15 FINANCIALS //17 DONORS // 21 OUR TEAM IRONMANFOUNDATION.ORG OUR MISSION The mission of The IRONMAN Foundation is to leave the IRONMAN legacy through philanthropy, volunteerism and grant making by supporting various athletic, community, education, health, human services and public benefit organizations around the world. OUR VISION IRONMANFOUNDATION.ORG PHILANTHROPY The IRONMAN Foundation makes a lasting impact through community funding, service and goodwill to enhance IRONMAN race communities. GIVING BACK The IRONMAN Foundation provides grant funding opportunities to local nonprofit organizations in an effort to leave the legacy of IRONMAN behind after race day. VOLUNTEERISM The IRONMAN Foundation presents several opportunities for athletes and fans to become involved and support the community. ENCOURAGE FUNDRAISING The IRONMAN Foundation makes it very easy for athletes to start fundraising campaigns through personal web pages to support a variety of non-profit organizations. ENGAGE OTHER NONPROFITS Through charity partnerships and grant funding, the IRONMAN Foundation works with and supports over 1,000 non-profit organizations every year. INSPIRE ATHLETES AND FANS The majority of athletes have a story to share about their IRONMAN journey. -
[Japan] SALA GIOCHI ARCADE 1000 Miglia
SCHEDA NEW PLATINUM PI4 EDITION La seguente lista elenca la maggior parte dei titoli emulati dalla scheda NEW PLATINUM Pi4 (20.000). - I giochi per computer (Amiga, Commodore, Pc, etc) richiedono una tastiera per computer e talvolta un mouse USB da collegare alla console (in quanto tali sistemi funzionavano con mouse e tastiera). - I giochi che richiedono spinner (es. Arkanoid), volanti (giochi di corse), pistole (es. Duck Hunt) potrebbero non essere controllabili con joystick, ma richiedono periferiche ad hoc, al momento non configurabili. - I giochi che richiedono controller analogici (Playstation, Nintendo 64, etc etc) potrebbero non essere controllabili con plance a levetta singola, ma richiedono, appunto, un joypad con analogici (venduto separatamente). - Questo elenco è relativo alla scheda NEW PLATINUM EDITION basata su Raspberry Pi4. - Gli emulatori di sistemi 3D (Playstation, Nintendo64, Dreamcast) e PC (Amiga, Commodore) sono presenti SOLO nella NEW PLATINUM Pi4 e non sulle versioni Pi3 Plus e Gold. - Gli emulatori Atomiswave, Sega Naomi (Virtua Tennis, Virtua Striker, etc.) sono presenti SOLO nelle schede Pi4. - La versione PLUS Pi3B+ emula solo 550 titoli ARCADE, generati casualmente al momento dell'acquisto e non modificabile. Ultimo aggiornamento 2 Settembre 2020 NOME GIOCO EMULATORE 005 SALA GIOCHI ARCADE 1 On 1 Government [Japan] SALA GIOCHI ARCADE 1000 Miglia: Great 1000 Miles Rally SALA GIOCHI ARCADE 10-Yard Fight SALA GIOCHI ARCADE 18 Holes Pro Golf SALA GIOCHI ARCADE 1941: Counter Attack SALA GIOCHI ARCADE 1942 SALA GIOCHI ARCADE 1943 Kai: Midway Kaisen SALA GIOCHI ARCADE 1943: The Battle of Midway [Europe] SALA GIOCHI ARCADE 1944 : The Loop Master [USA] SALA GIOCHI ARCADE 1945k III SALA GIOCHI ARCADE 19XX : The War Against Destiny [USA] SALA GIOCHI ARCADE 2 On 2 Open Ice Challenge SALA GIOCHI ARCADE 4-D Warriors SALA GIOCHI ARCADE 64th. -
Final Accepted Version Of: Using a Collaborative Zine to Co-Produce
Final Accepted version of: Nash, R., Yamada-Rice, D., Dare, E., Love, S., Potter, J. & Rodrigues, D. ‘Using a Collaborative zine to co-produce knowledge anout location-based virtual reality experiences’ Qualitative Research Journal, Vol. ahead-of-print No. ahead-of-print. https://doi.org/10.1108/QRJ-02- 2021-0021 Using a collaborative zine to co-produce knowledge about location- based virtual reality experiences. Abstract Purpose This article focuses on a designed research methodology to distil existing research findings from an ESRC/AHRC funded Japan/UK network on location-based Virtual Reality (VR) experiences for children in order to generate new knowledge. Design/methodology/approach The structured co-production methodology was undertaken in three stages. These were: (1) a collaborative workshop which produced a series of collage narratives, (2) collaborating with a non-human entity in the form of a digital coded tool to reconfigure the workshop responses and mediate the hierarchy of roles, (3) the co-production of a zine as a collaborative reflection method, which shared via postal service enabled a dialogue and exchange of round robin interventions by the network members. Findings The analysis of the data collected in this study highlighted five themes that could be used by other researchers on a wide range of projects. These were: (1) Knowing through making, (2) The importance of process, (3) Beyond linear representations, (4) Agency of physical materials, (5) Agency of digital code. Research limitations/implications The context of the study being undertaken during the first phase of the global pandemic, revealed insight into a method of co-production that was undertaken under emergency remote working conditions. -
Video Game Trader Magazine & Price Guide
Winter 2009/2010 Issue #14 4 Trading Thoughts 20 Hidden Gems Blue‘s Journey (Neo Geo) Video Game Flashback Dragon‘s Lair (NES) Hidden Gems 8 NES Archives p. 20 19 Page Turners Wrecking Crew Vintage Games 9 Retro Reviews 40 Made in Japan Coin-Op.TV Volume 2 (DVD) Twinkle Star Sprites Alf (Sega Master System) VectrexMad! AutoFire Dongle (Vectrex) 41 Video Game Programming ROM Hacking Part 2 11Homebrew Reviews Ultimate Frogger Championship (NES) 42 Six Feet Under Phantasm (Atari 2600) Accessories Mad Bodies (Atari Jaguar) 44 Just 4 Qix Qix 46 Press Start Comic Michael Thomasson’s Just 4 Qix 5 Bubsy: What Could Possibly Go Wrong? p. 44 6 Spike: Alive and Well in the land of Vectors 14 Special Book Preview: Classic Home Video Games (1985-1988) 43 Token Appreciation Altered Beast 22 Prices for popular consoles from the Atari 2600 Six Feet Under to Sony PlayStation. Now includes 3DO & Complete p. 42 Game Lists! Advertise with Video Game Trader! Multiple run discounts of up to 25% apply THIS ISSUES CONTRIBUTORS: when you run your ad for consecutive Dustin Gulley Brett Weiss Ad Deadlines are 12 Noon Eastern months. Email for full details or visit our ad- Jim Combs Pat “Coldguy” December 1, 2009 (for Issue #15 Spring vertising page on videogametrader.com. Kevin H Gerard Buchko 2010) Agents J & K Dick Ward February 1, 2009(for Issue #16 Summer Video Game Trader can help create your ad- Michael Thomasson John Hancock 2010) vertisement. Email us with your requirements for a price quote. P. Ian Nicholson Peter G NEW!! Low, Full Color, Advertising Rates! -
Why Trade Show Executive?
Winner of 43 editorial and design awards. WHY TRADE SHOW EXECUTIVE? 7% Trade Show Executive Convention Management reaches the prospects 7% you covet: Exhibition A BPA-Audited Staff Circulation of 5,000 54% (Source: , June 2018) Show 32% Management Executive Management EACH MONTH IN TRADE SHOW EXECUTIVE ANNUAL OVERVIEW AND MORE... 8% 2.3% 4% 1.0% 0% 0.1% POWER LUNCH TSE DASHBOARD (4)% SPONSORED BY (8)% Presents the Leading Shows (12)% m™ NSF Zo Exhibitors Coming Up in North America (16)% Attendees TSE’S TRADE SHOW CALENDAR Done Deals w BY CAROL ANDREWS, Editor-at-Large Trade Show Executive 2010 2011 2012 2013 2014 2015 2016 2017 2018 Dashboard Snapshot – CONSOLIDATED OVERVIEWS Whether you need a quick reminder industry category and contains both The of shows on the horizon or are a wide-angle and close-up view of QUARTERLY OVERVIEW Trade Show Executive studyingTrade Show the Executive market for potential the event, the organizer, the site and A monthly round-up of new and partnerships, co-locations or projected size. 8% DASHBOARD — FEBRUARY TRADE SHOW METRICS SPONSORED BY DASHBOARDacquisitions, here is a list of the most To be considered for future editions of SPONSORED BY 0.9% POWER LUNCH — SEPTEMBER TRADE SHOW METRICS 1.4% important trade shows scheduled for ZOOM, e-mail your show information to 4% 0.8% world’s January 2020. Each show is listed by [email protected]. 1.2% 0% (0.8)% BY JAMIE BARTOSCH Show Name/Management/Web Address Show Manager Show Dates Venue/City/State Projected Size (0.2)% (4)% Senior News Editor -
Oasis Digital Studios and Apex Comics Group Partner with Comic-Book Industry Legends for New Multimedia Experiences and Nfts
Oasis Digital Studios and Apex Comics Group partner with Comic-Book Industry Legends for New Multimedia Experiences and NFTs Famed former Marvel Editor-in-ChiefTom DeFalco andartists Ron Frenz and Sal Buscema launch comic books, avatars, and AR enhanced NFT collectibles. Toronto / Vancouver, Canada / Erie PA / New York, NY – April 12, 2021 –Liquid Avatar Technologies Inc. (CSE: LQID / OTC:TRWRF / FRA:4T51) (“Liquid Avatar Technologies” or the “Company”,), a global blockchain, digital-identity and fintech solutions company, together with ImagineAR Inc. (CSE:IP / OTCQB:IPNFF), an Augmented Reality platform company, are excited to announce that Oasis Digital Studios (“Oasis”) has partnered with Apex Comics Group to publish Mr. Right, a new multimedia project by legendary Marvel Entertainment and pop culture veterans Tom DeFalco, Ron Frenz, and Sal Buscema. The program will consist of printed and digital comic books, digital avatars produced for the Liquid Avatar Mobile App and Marketplace, and AR enhanced NFT collectibles with Oasis. A sneak preview of the program will be made virtually on April 13th at the special presentation “NFTs Myths, Market, Media & Mania," hosted by Liquid Avatar, ImagineAR and Oasis Digital Studios: https://hello.liquidavatar.com/oasis-webinar-registration. The integrated campaign, expected to launch in early summer, will feature a series of limited- edition print and digital comic books, along with collector-enhanced NFTs, Liquid Avatar digital icons available in the Liquid Avatar Marketplace, and a fully immersive Augmented Reality multimedia program. A pre-sale waiting list is available for prospective purchasers and NFT collectors at the Oasis website: www.oasisdigitalstudios.com Mr. Right is led by Tom DeFalco, who was Marvel’s 10th Editor-in-Chief. -
Comixology and the Future of the Digital Comic Book
ComiXology and the Future of the Digital Comic Book Hannah Johnston Abstract Since its launch in 2007, comiXology has been a key player in the digital comic book industry. ComiXology acts as a mediator between readers and texts, offering unique features with a profound effect on the reading experience in a digital environment. The Guided View interface alters the relationship between content and form, and introduces a level of editing distinct from the physical comic book. Similarly, comiXology’s DRM-free backups and subscription service provide different models for ownership of digital content. ComiXology’s model can also be understood through analysis of e-book distribution; Amazon’s Kindle provides a salient counterpoint. This paper incorporates the theories of multiple digital humanities scholars in order to explore how comiXology is influencing the future of the comic book. Keywords: Comic books, digital humanities, distribution platforms, comiXology The digital comic book distribution platform comiXology is a valuable generative example in comparing various theoretical approaches to the medium. In this paper, I will analyze what reading experiences the comiXology interface inspires, and what relationship to the text it generates. By examining the digital comic book as a specific genre within wider discourse on the future of the book, this paper will engage with multiple salient topics: interface theory, e-commerce, and ownership of digital content. This holistic approach to digital comic books both examines how the medium is theorized in the digital humanities, and facilitates an exploration of its marketing and consumption as a mass-market product. ComiXology is an online distribution platform for digital comic books and graphic novels. -
1 Fully Optimized: the (Post)Human Art of Speedrunning Like Their Cognate Forms of New Media, the Everyday Ubiquity of Video
Fully Optimized: The (Post)human Art of Speedrunning Item Type Article Authors Hay, Jonathan Citation Hay, J. (2020). Fully Optimized: The (Post)human Art of Speedrunning. Journal of Posthuman Studies: Philosophy, Technology, Media, 4(1), 5 - 24. Publisher Penn State University Press Journal Journal of Posthuman Studies Download date 01/10/2021 15:57:06 Item License https://creativecommons.org/licenses/by-nc-nd/4.0/ Link to Item http://hdl.handle.net/10034/623585 Fully Optimized: The (post)human art of speedrunning Like their cognate forms of new media, the everyday ubiquity of video games in contemporary Western cultures is symptomatic of the always-already “(post)human” (Hayles 1999, 246) character of the mundane lifeworlds of those members of our species who live in such technologically saturated societies. This article therefore takes as its theoretical basis N. Katherine Hayles’ proposal that our species presently inhabits an intermediary stage between being human and posthuman; that we are currently (post)human, engaged in a process of constantly becoming posthuman. In the space of an entirely unremarkable hour, we might very conceivably interface with our mobile phone in order to access and interpret GPS data, stream a newly released album of music, phone a family member who is physically separated from us by many miles, pass time playing a clicker game, and then absentmindedly catch up on breaking news from across the globe. In this context, video games are merely one cultural practice through which we regularly interface with technology, and hence, are merely one constituent aspect of the consummate inundation of technologies into the everyday lives of (post)humans. -
A Symposium for John Perry Barlow
DUKE LAW & TECHNOLOGY REVIEW Volume 18, Special Symposium Issue August 2019 Special Editor: James Boyle THE PAST AND FUTURE OF THE INTERNET: A Symposium for John Perry Barlow Duke University School of Law Duke Law and Technology Review Fall 2019–Spring 2020 Editor-in-Chief YOOJEONG JAYE HAN Managing Editor ROBERT HARTSMITH Chief Executive Editors MICHELLE JACKSON ELENA ‘ELLIE’ SCIALABBA Senior Research Editors JENNA MAZZELLA DALTON POWELL Special Projects Editor JOSEPH CAPUTO Technical Editor JEROME HUGHES Content Editors JOHN BALLETTA ROSHAN PATEL JACOB TAKA WALL ANN DU JASON WASSERMAN Staff Editors ARKADIY ‘DAVID’ ALOYTS ANDREW LINDSAY MOHAMED SATTI JONATHAN B. BASS LINDSAY MARTIN ANTHONY SEVERIN KEVIN CERGOL CHARLES MATULA LUCA TOMASI MICHAEL CHEN DANIEL MUNOZ EMILY TRIBULSKI YUNA CHOI TREVOR NICHOLS CHARLIE TRUSLOW TIM DILL ANDRES PACIUC JOHN W. TURANCHIK PERRY FELDMAN GERARDO PARRAGA MADELEINE WAMSLEY DENISE GO NEHAL PATEL SIQI WANG ZACHARY GRIFFIN MARQUIS J. PULLEN TITUS R. WILLIS CHARLES ‘CHASE’ HAMILTON ANDREA RODRIGUEZ BOUTROS ZIXUAN XIAO DAVID KIM ZAYNAB SALEM CARRIE YANG MAX KING SHAREEF M. SALFITY TOM YU SAMUEL LEWIS TIANYE ZHANG Journals Advisor Faculty Advisor Journals Coordinator JENNIFER BEHRENS JAMES BOYLE KRISTI KUMPOST TABLE OF CONTENTS Authors’ Biographies ................................................................................ i. John Perry Barlow Photograph ............................................................... vi. The Past and Future of the Internet: A Symposium for John Perry Barlow James Boyle