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July 2020

…terms with personal identity against social expectations. (Autocaptions)

  • Episode 1: “9:05” by Adam Cadre (2000) – Victor Gijsbers IF Analyses (13:49)

    Victor Gjisbers describes how 9:05 uses IF genre conventions to mess with the player and expose the inherent fiction-gap between player and player-character. (Autocaptions)

  • Geography Lessons

    Grouped here is one video contemplating the horrendous environmental and political impacts of videogame production on developing countries, alongside two contemplating the depictions of specific places (both sites of extractive and colonial violence) in videogames.

    • The PlayStation War – HeavyEyed (16:22)

      Mitch Cramer shines a

    ReadySet Zam archive

    http://readyset.zam.com/article/1379/square-enix-clearly-wants-to-make-a-pokemon-game

    http://readyset.zam.com/article/1374/making-political-videogames-may-not-work-but-we-have-to-try

    http://readyset.zam.com/article/1371/tired-game-tropes-that-zelda-breath-of-the-wild-made-me-love-again

    http://readyset.zam.com/article/1341/five-games-that-improved-by-including-other-retro-games

    http://readyset.zam.com/article/1331/the-5-funniest-tool-assisted-speedruns

    http://readyset.zam.com/article/1330/how-the-imperial-agent-told-the-best-story-in-the-old-republic

    http://readyset.zam.com/article/1328/three-quick-ways-to-change-your-relationship-with-games-in-2017

    http://readyset.zam.com/article/1322/running-away-from-resident-evil

    http://readyset.zam.com/article/1857/5-characters-we-still-really-want-to-see-in-super-smash-bros

    http://readyset.zam.com/article/1812/the-few-times-that-nintendo-surprised-us-at-e3-this-year

    http://readyset.zam.com/article/1740/what-we-hope-to-see-from-nintendo-at-e3

    http://readyset.zam.com/article/1715/eight-companions-wed-love-to-see-in-kirby-star-allies

    http://readyset.zam.com/article/1669/a-nintendo-vs-capcom-fighting-game-we-have-our-dream-roster-all-ready

    http://readyset.zam.com/article/1604/9-pokemon-we-think-definitely-belong-in-pokken-tournament-dx

    http://readyset.zam.com/article/1580/7-franchises-we-hope-nintendo-brings-to-switch-in-2018

    http://readyset.zam.com/article/1456/what-were-looking-forward-to-most-from-nintendo-at-this-years-e3

    http://readyset.zam.com/article/1430/third-party-amiibo-we-still-want-to-see

    http://readyset.zam.com/article/1387/10-gamecube-games-wed-like-to-see-hit-switchs-virtual-console

    http://readyset.zam.com/article/1318/final-fantasy-xv-and-the-empty-paradise-problem

    http://readyset.zam.com/article/1316/seven-games-we-hope-will-eventually-make-it-to-the-switch

    http://readyset.zam.com/article/1302/seven-videogames-inspired-by-twin-peaks

    http://readyset.zam.com/article/1303/3-reasons-why-the-nintendo-switch-caters-to-fans-of-niche-games

    http://readyset.zam.com/article/1291/celebrities-who-should-totally-appear-in-final-fantasy-games

    http://readyset.zam.com/article/1274/why-what-we-know—and-what-we-might-know—about-the-nintendo-switch-could-be-cause-for-concern

    http://readyset.zam.com/article/1243/raising-good-gamers-a-how-to

    http://readyset.zam.com/article/1278/dishonored-2-and-the-odd-appeal-of-the-nonlethal-playthrough

    http://readyset.zam.com/article/1258/the-most-disquieting-parts-of-pokemon-sun-and-moon

    http://readyset.zam.com/article/1233/please-buy-titanfall-2

    http://readyset.zam.com/article/1206/brendon-chungs-materials

    http://readyset.zam.com/article/1007/which-presidential-candidates-would-the-overwatch-characters-vote-for

    http://readyset.zam.com/article/1198/down-under-represented-australia-in-videogames

    http://readyset.zam.com/article/1196/skeletons-i-have-known-and-loved

    http://readyset.zam.com/article/1181/how-fps-architecture-makes-us-think

    http://readyset.zam.com/article/1179/why-we-play-games-in-fictional-cities—like-mafia-iiis-new-bordeaux

    http://readyset.zam.com/article/1177/in-defense-of-time-limits

    http://readyset.zam.com/article/1173/gears-of-war-is-smarter-than-you-think-it-is

    http://readyset.zam.com/article/1113/robots-i-wish-games-would-let-me-date

    http://readyset.zam.com/article/1132/westworld-is-the-ultimate-videogame

    http://readyset.zam.com/article/1112/wonder-woman-is-so-totally-queer-and-that-is-awesome

    http://readyset.zam.com/article/1097/its-time-to-remember-a-hidden-gem-of-a-mafia-game-godfather-ii

    http://readyset.zam.com/article/1077/dating-sims-are-normal-now

    http://readyset.zam.com/article/1083/this-cute-quirky-indie-game-gets-very-real-about-gender

    http://readyset.zam.com/article/1084/why-is-everybody-criticizing-bioshock-infinite-these-days

    http://readyset.zam.com/article/1069/in-defense-of-op

    http://readyset.zam.com/article/1063/the-joy-of-vr-desk-games

    http://readyset.zam.com/article/1042/the-social-justice-witcher

    http://readyset.zam.com/article/1028/battlefield-1-and-modern-memory

    http://readyset.zam.com/article/990/a-sober-look-at-videogames-and-mental-health

    http://readyset.zam.com/article/985/real-world-issues-in-games-like-deus-ex-are-there-for-marketing-reasons-not-for-art

    http://readyset.zam.com/article/921/is-casual-overwatch-better-in-silence

    Víctor Navarro-Remesal and Thiago Falcão | Keywords in Play, Episode 11

    …are player freedom, Zen-inspired games, gêmu, and game preservation. He is one of the founding members of DIGRA Spain.

    Monográficos dedicados al videojuego en revistas académicas

    “Ludonarrativas: La complejidad narrativa en los videojuegos”

    Thiago Falcão is Professor of Digital Media Communication Course and Professor of the Graduate Program in Communication at the Federal University of Paraíba (UFPB). He holds a PhD in Communication and Contemporary Culture from the Federal University of Bahia and was a PDSE/Capes fellow at McGill University in Montreal, Canada. He has a Post-Doctorate in Audiovisual Communication from Anhembi Morumbi University in São Paulo/SP….

    June 3rd

    …hypersexualized nun-hooker-assassins (…or something). Alex of The Border House has to hand an excellent primer and link roundup on the subject, the entirety of which is definitely worth reading. Of particular note are Keza MacDonald’s response on IGN, Brendan Keogh’s “Quit Pretending There Isn’t a Videogame Rape Culture“, and Patricia Hernandez’s personal account coming face to face with the rape culture of online gaming.

    To add to Alex’s already impressive list, I would also like to direct your attention to Brendan Keogh’s follow-up to his Critical Damage post and the attention it received from this… shall we say, ill-advised…

    Kill Screen archive

    …had not hero

  • tracing digital and real east vancouver
  • bloodborne and history horror
  • what videogame rpgs could learn community
  • tropico 5 remains endearing plunge mind dictator
  • toxicity and empathy social media videogame form
  • sick zelda games sos graphic novel
  • how do you keep gameand community netrunner alive
  • game design monarchies
  • oddworld remains cutest parable proletariat uprising ever made
  • experimental dress game destroys gender norms and world itself
  • russian novel floating rock and world overland
  • where does minecraft end
  • finding your way queer larper
  • what happens when…
  • The Stanley Parable

    …METAGAME

    When October 2013 rolled around and The Stanley Parable properly debuted on Valve’s Steam storefront, the game was met with a flurry of positive reviews from sites large and small. TSP’s metatextual bent resonated strongly with many critics, although it also posed certain critical challenges. Matthewmatosis cites the game’s self-awareness as a barrier (video link, CC/auto-captions) to worthwhile critique and that “the entire experience suffers heavily from diminishing returns,” referencing TSP’s emphasis on repeatedly restarting the game to achieve multiple endings. On the other hand, Alex Duncan’s essay on how to approach critique of TSP as a work

    Grand Theft Auto IV

    …without punishment or reward. Tom Chick concurred, stating that the decision to kill or spare Darko said more about the player than the game, and the somber drive afterward “forced you to think instead of watch or listen.”

    Nayan Ramachandran, however, felt that dressing up certain choices as explicit moral decisions only served to trivialize the countless murders Niko committed in missions or just driving around. In this respect, Justin Keverne envisioned GTA IV as a test case for the categorical imperative: when murder and theft are trivial and allowed, life and property become meaningless.

    Taking the low

    November 29th

    …could make for a refreshing pallete-cleanser after all the reading I’ve found for you this week?

    This Week in Videogame Blogging is a roundup highlighting the most important critical writing on games from the past seven days.

    Changing (Dis)Course

    We open this week with three articles challenging dominant critical narratives in games and their attendent discourse. How can we talk more meaningfully about games without going in circles? What else is out there to play and cover? How can we more thoughtfully engage with the stuff that already has all of the mindshare?

    • La importancia

    December 17th

    …writers, where we could deputize them to chase the stories and leads that most mattered to them. This felt like a healthy alternative to what a lot of other outlets were doing. I’m not sure how possible this is without a wealthy owner — and even that’s not always insurance enough.”

    Play-by-Play

    Now let’s look at a few individual titles and the different ways they connected with writers.

    • Play the Lottery | Tap Repeatedly Amanda Lange relates undergoing IVF treatment (so content notification for all those details) to the routines and probabilities of gacha games.

    This Year in Videogame Blogging: 2023

    …| Kotaku Carolyn Petit shines a film history lens on Digital Eclipse’s curatorial, documentary-style approach to re-releasing old games.

  • A Look Back at the Invasion: Martin Amis’ Critiques the Filthy World of Arcade Games | Aguas’ Points Luis Aguasvivas peers into a cynical and unruly volume of early (though not earliest!) games criticism (content notification for the quotation of homophobic slurs).

    “In 1982 arcade games were trendy and seen as the future of entertainment. Nevertheless, this was also an unusual topic for a writer of Amis’ renown to write about, let alone write an entire book about….