The document discusses the gaming industry and the Assassin's Creed III: Liberation game. It provides context on the growth of the gaming industry and discusses how technology has changed gaming. It then focuses on Assassin's Creed III: Liberation, noting that it was originally released for the PlayStation Vita in 2012 and was later released for other consoles in 2014. The game aimed to bring high production gaming to mobile platforms and targeted both existing Assassin's Creed fans and new audiences through its use of a female protagonist.
Killzone 2 for the playstation 3 and killzone.com pair up to deepen the game experience.
Using the web and console platforms to make use of their strengths and possibilities Killzone 2 offers a more immersive game environment. With a cross-platform strategy game developers can further extend the gameplay, even after the title has been released.
Killzone 2 for the playstation 3 and killzone.com pair up to deepen the game experience.
Using the web and console platforms to make use of their strengths and possibilities Killzone 2 offers a more immersive game environment. With a cross-platform strategy game developers can further extend the gameplay, even after the title has been released.
We all have good and bad thoughts from time to time and situation to situation. We are bombarded daily with spiraling thoughts(both negative and positive) creating all-consuming feel , making us difficult to manage with associated suffering. Good thoughts are like our Mob Signal (Positive thought) amidst noise(negative thought) in the atmosphere. Negative thoughts like noise outweigh positive thoughts. These thoughts often create unwanted confusion, trouble, stress and frustration in our mind as well as chaos in our physical world. Negative thoughts are also known as “distorted thinking”.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
This is a presentation by Dada Robert in a Your Skill Boost masterclass organised by the Excellence Foundation for South Sudan (EFSS) on Saturday, the 25th and Sunday, the 26th of May 2024.
He discussed the concept of quality improvement, emphasizing its applicability to various aspects of life, including personal, project, and program improvements. He defined quality as doing the right thing at the right time in the right way to achieve the best possible results and discussed the concept of the "gap" between what we know and what we do, and how this gap represents the areas we need to improve. He explained the scientific approach to quality improvement, which involves systematic performance analysis, testing and learning, and implementing change ideas. He also highlighted the importance of client focus and a team approach to quality improvement.
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
Students, digital devices and success - Andreas Schleicher - 27 May 2024..pptxEduSkills OECD
Andreas Schleicher presents at the OECD webinar ‘Digital devices in schools: detrimental distraction or secret to success?’ on 27 May 2024. The presentation was based on findings from PISA 2022 results and the webinar helped launch the PISA in Focus ‘Managing screen time: How to protect and equip students against distraction’ https://www.oecd-ilibrary.org/education/managing-screen-time_7c225af4-en and the OECD Education Policy Perspective ‘Students, digital devices and success’ can be found here - https://oe.cd/il/5yV
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
4. Getting Started
• How many of you own a games console?
• How old were you when got your first games
console?
• How many games consoles are there in your
household?
• At what age did you first play an 18+ game?
• Which is better: Xbox or PlayStation?
5. Historical Context
• Broadly speaking, the video games industry is
relatively new, compared to other media
industries.
• Its growth and expansion has been rapid.
• It is seen as a serious media industry.
• The profits within the industry rival those of
major films.
• The demographic profile of gamers has changed
enormously since the early days of video games.
6. Questions to consider…
• What is the future of mobile gaming?
• Is the 'console decline' a reality?
• How does PC gaming fare in the overall
market?
• Is VR becoming more mainstream?
• How does ownership and usage compare
globally, and by market?
7. How has technology changed gaming?
https://www.digitaledge.org/5-ways-
technology-has-changed-gaming/
13. Regulation
• Games in the UK were regulated by the Pan-
European Game Information age rating system
(PEGI) and the BBFC until 2012. This is now
the responsibility of the Video Standards
Council (VSC).
https://legalgamer.weebly.com/blog/the-legal-
status-of-age-ratings-uk
14. Regulation
• The regulation of games is a delicate issue and
the main worries centre around the suitability of
the content (sex and violence) and accessibility
for younger gamers (think of recent complaints
about ‘Grand Theft Auto’, ‘Call of Duty’ etc.).
• Research has shown that younger children
routinely have access to games well beyond their
chronological age, raising concerns with parents
and the government.
https://legalgamer.weebly.com/blog/the-legal-
status-of-age-ratings-uk
15. PEGI
• The Pan-European Game Information age
rating system was established to help
European parents make informed decisions on
buying computer games. It was launched in
spring 2003 and replaced a number of
national age rating system with one single
system.
KEY TERM
16. Economic and Political Contexts:
• Video games are culturally and financially significant
across three major territories (Japan, Europe and the
USA). The release of new gaming technology (PS Vita is
considered part of the 8th generation of game
technology) or games from popular franchises can be
major economic events.
Extension TASK: Explore the way that games and
technology (and specifically those from within the
Assassin’s Creed game franchise) have been marketed
and received across the three major territories.
17. Economic Context
• Originally, the game was exclusive to
PlayStation Vita, but given the competitive
nature of the video games industry, a larger
HD version of the game was inevitable.
• Consequently, it was released in 2014 across a
larger range of consoles and devices, including
PS3 and Xbox 360.
Challenge: What sales figures can you find?
18. Construct Meaning
Define the following terms, citing examples for
each:
• MMORPG
• Persistent worlds
• CRPG
• Augmented reality
• Avatar
KEY TERMS
19. What is the appeal of video games?
• In groups, or pairs, discuss the appeal of video
games and try to suggest reasons why this
media form is so popular.
• Try to incorporate some of the ideas below
into your discussion:
The uniqueness of MMORPG
Persistent worlds
CRPGs
Augmented reality
Teamwork
Competition Challenging tasks
Intertextuality
Single player –vs- Multi-player
First person – vs – Third person
Avatars
The range of platforms
20. Assassin’s Creed III: Liberation
• Assassin’s Creed III: Liberation, part of the very successful
games franchise, was developed by Ubisoft and released on
October 30 2012, along with Assassin’s Creed III.
• The game was originally exclusive to the PS Vita but was
later (2014) released in a modified HD version across a
large range of consoles and platforms (including PS3, Xbox
360 and Microsoft Windows).
• Assassin’s Creed III: Liberation offers familiar pleasures to
existing fans (narrative situation of the Assassins v the
Templars, open world gameplay etc.) along with new
elements to target a wider audience (e.g. the use of a
strong female protagonist).
Challenge: Watch the trailer for the game and consider its importance
in the marketing.
21. Watch the trailer for the game. What are your first
impressions?
https://www.youtube.com/watch?v=q5RxYUw4DFY
22. Assassin’s Creed III: Liberation
Research this game online and compile a detailed case
study. Focus on Production, Distribution and Circulation.
Ask yourself:
• Who developed it?
• On which platform was the game first released?
• Alongside which other game?
• How many official trailers were made?
• What YouTube videos supported the release?
• What additional content was downloadable?
• What extracts from the game can you play online?
Challenge: Watch the trailer for the game and consider its importance
in the marketing.
23. Watch the trailer for the game again. Consider its
importance in the marketing.
https://www.youtube.com/watch?v=q5RxYUw4DFY
25. Check out the website
https://ass
assinscree
d.ubisoft.c
om/game/
en-
gb/home/
26. Consider processes of production, distribution
and circulation:
• The game was released on the Sony hand held device
PlayStation Vita. It was developed by Ubisoft and
released alongside Assassin’s Creed III on the
PlayStation 3.
• This simultaneous release might be discussed in terms
of an attempt to have maximum impact on the three
major markets for console and video game release
(Japan, North America and Europe).
• In terms of production the game was a multinational
development which is typical of game production in
larger studios such as Ubisoft.
27. Consider the relationship of recent technological change and
media production, distribution and circulation:
• The ways in which the PS Vita was attempting to tap into the
increasing success of mobile gaming (smart phones, tablets etc.).
The PS Vita was designed with many features usually associated
with smart phones (touchscreen as well as Wi-Fi, 3G and Bluetooth
capability).
• The game itself as part of a well-known and popular franchise may
be seen as an attempt to bring high game production values to the
burgeoning new mobile gaming arena. It is significant that the game
was originally exclusive to the PS Vita but was later (2014) released
in a modified HD version across a large range of consoles and
platforms (including PS3, Xbox 360 and Microsoft Windows).
• In terms of distribution these versions of the game could be
purchased over the internet using such outlets as Steam, the
Playstation Network or Xbox Live Arcade.
28. Consider the impact of digitally convergent media platforms
on global production, distribution and circulation:
• It is significant that the Assassin’s Creed III: Liberation
hand held game could be linked to the full PS3 console
version of the game (owning both versions would
unlock additional game content). This use of
convergence is relevant in terms of
promotion/marketing and circulation.
• The internet/Wi-Fi functionality of the PS Vita allows
users opportunities to download additional content
(DLC) such as weapons, characters and “skins” or
outfits. It also affords users the chance to engage in
multiplayer versions of the game. These features
promote gamer engagement and identification with
the game.
29. Theorist #1 – Albert Bandura
(Media Effects Theory)
Bandura suggested that:
• The media can implant ideas into the mind of the
audience directly (link to Hypodermic Needle
Model)
• The audience acquire attitudes and emotional
responses and new styles of conduct through
modelling.
• That media representations of transgressive
behaviour, such as violence or physical
aggression, can lead audience members to
imitate those forms of behaviour.
Challenge 1: Look up the Bobo Doll experiment.
Challenge 2: Considering what you now know, consider how this theory can be applied to
‘Assassin’s Creed III: Liberation’.
31. A new audience? Discuss.
• Why did the company decide to include a
mixed-race female protagonist in Aveline de
Grandpré?
Challenge:
research other
responses to the
game on gaming
websites. Are
these responses
positive or
negative?
34. Social and Cultural Contexts:
• Considering video games in relation to gender issues may be a
useful way to explore them in terms of social and cultural
significance. The representation of female characters, under-
representation of women in video game development and an
assumed minority of female video games players are areas
that could be explored. This game has a female protagonist
and it may be useful to consider whether she subverts or
reinforces expectations of female characters in games and
how audiences may respond to this.
35. Consider how producers target, attract, reach,
address and potentially construct audiences:
There are many aspects of the game that are significant in
relation to audience targeting and construction:
• The game is for a hand held device. This may imply it is
aimed at a more casual or mobile gamer (a discussion here
about “on the go” gamers playing mobile games versus
traditional console and PC gamers may be useful).
• The game features a female protagonist. This is unusual in
the franchise and may be considered in terms of appealing
to a different demographic (possibly linked to the “on the
go” gamers discussion above). The existence of a female
protagonist may also be discussed in terms of constructing
audiences by asking whether this game might offer a
platform for female gamer identification.
36. Consider the interrelationship between media
technologies and patterns of consumption and
response:
• The game is linked to a more traditional console version
and which was simultaneously released with this game.
This might be considered as an attempt to draw gamers
from different platforms to purchase additional hardware
and adopt new gaming habits.
• The two versions of the game are also linked in terms of
downloadable content and special features. This relates to
changing patterns of consumption. Gamers might be being
encouraged to have a more complete or satisfying
experience by using a range of interlinked products that
offer exclusive downloadable content. This is only made
possible through convergent technology and gamer “buy-
in” to the value of the exclusive content.
37. Review
The video games industry is regularly criticised by
the media for the assumed effect that over-
exposure may have upon young gamers’ behaviour.
• How might problems in regulating the industry
and ensuring that gamers are only playing age-
appropriate games contribute to this criticism?
• Is there any truth to the suggestion that the
immersive nature of the game-playing experience
might make it harder for gamers to distance
themselves from violent action?
Massively Multi-Player Online Role-Playing Game
A feature of MMORPG games that means that the game world continues even when the gamer is not a part of it.
Computer Role-Playing Game
Computer generated content overlaid on a real-world environment.
The player’s representation of themselves within the game.
Production:
Released in October 2012 on PlayStation Vita. Developed by Ubisoft. Launched alongside ‘Assassin’s Creed III’ (the best-selling game in the UK in the week of its release). Assassin’s Creed III was the biggest launch in Ubisoft’s history and the third biggest launch of any game in the UK in 2012 (behind ‘Call of Duty: Black Ops II’ and ‘Fifa 13’).
Click on link in title to play trailer.
Production:
Released in October 2012 on PlayStation Vita. Developed by Ubisoft. Launched alongside ‘Assassin’s Creed III’ (the best-selling game in the UK in the week of its release). Assassin’s Creed III was the biggest launch in Ubisoft’s history and the third biggest launch of any game in the UK in 2012 (behind ‘Call of Duty: Black Ops II’ and ‘Fifa 13’).
Consider:
-the rise in female gamers;
-wider changes in society, culture and the gaming world
-outdated stereotypes/role models
Consider:
-the rise in female gamers;
-wider changes in society, culture and the gaming world
-outdated stereotypes/role models