This document provides information about a pre-conference event hosted by the Game Studies Interest Group in 2012. The event focused on best practices in video game research design and methodology. It included two sessions, the first on data acquisition practices for understanding players, motives, and experiences. The second session focused on constructing better game research through improved stimulus design. Senior scholars were also available after the sessions for breakout discussions. The goal was to help attendees reflect on and plan future video game research. The pre-conference was jointly sponsored by the Game Studies Interest Group and other university departments.
One Simple Question or "You Walked Four Miles to Eat What?!!"reillym24
University of Michigan Assistive Technology Manager Jane Berliss-Vincent shares how U-M pioneered assistive technology implementation. Her presentation was given on January 17th, 1-2:30 PM at the Hatcher Graduate Library Gallery Room 100. This is the first of several events in celebration of the 40th anniversary of U-M's Office of Services for Students with Disabilities.
One Simple Question or "You Walked Four Miles to Eat What?!!"reillym24
University of Michigan Assistive Technology Manager Jane Berliss-Vincent shares how U-M pioneered assistive technology implementation. Her presentation was given on January 17th, 1-2:30 PM at the Hatcher Graduate Library Gallery Room 100. This is the first of several events in celebration of the 40th anniversary of U-M's Office of Services for Students with Disabilities.
CAN INDIAN PHARMA STAY AHEAD OF THE ETHICS CURVE?Anup Soans
MedicinMan November 2016 Issue is Now Live...
Highlights:
1. Report from OPPI’s 50th Annual General Meeting by K. Hariram
OPPI’s 50th Annual General Meeting (AGM) was held on 21st October 2016 at Hotel Taj Land’s End, Mumbai.
2. The Tipping Point: Discovering New Ways to Achieve Breakthrough Sales. Pharma sales managers need to think about new and bold ways to promote their products. Here’s what science tells us about how new ideas go viral.
3. The Many Faces of Emotion and the Role They Play in Marketing by Vivek Hattangadi
Different emotions trigger different actions – a look into different emotional states and how they can be put to use in pharma marketing.
4. The Peter Principle and How to Beat It
The importance of preparing for the next level of your career by acquiring the requisite knowledge, skills and attitude before you get there.
6. BOOK REVIEW: “Triggers” by Marshall Goldsmith reviewed by K. Hariram
How to initiate change in personal and professional life.
Why are there only 15% to 20% Women in Indian Pharma?Anup Soans
Guest Editorial - Gender Gap in Indian Pharma - An Unaddressed Issue
..............................................................................
Inside this Issue
1. A Salesforce Retention Strategy for Indian Pharma by K. Hariram
A quantitative and qualitative approach to measuring and stemming the tide of attrition in pharma sales.
2. “I Am Waiting for the Day When Pharma Hires a CEO from a Tech Company” an Interview with Salil Kallianpur
Salil Kallianpur – Executive Vice President – Primary Care at GSK shares his thoughts on Indian pharma in 2017 and beyond with MedicinMan.
3. 1st World Pharma Brand Managers Day by Prof. Suniel Deshpande and Vivek Hattangadi
A report on the 1st World Pharma Brand Managers Day which began with a Pharma CEO Conclave.
4. Pharma L&D Beyond the Classroom by Diksha Fouzdar
Real learning almost always takes place outside the classroom, but internalizing that in L&D requires a mindset change.
Games4Resilience Salon
Spielerische Selbstkontrolle und emotionale Kompetenzen fördern
Meagan Bromley, New York University,
studiert an der New York University und arbeitet als wissenschaftlicher Mitarbeiterin bei CREATE lab, einem Patner im Games for Learning Instute (G4Li)
CDC’s Program to Incubate Games for Public Health AwarenessSeriousGamesAssoc
After being awarded a second-round of innovation funding from Department of Health and Human Services Idea Lab in 2014, three CDC colleagues along with game industry partners produced a game developer challenge event: CDC/HHS Health Game Jam 2014, which focused on HIV Prevention strategies.
This talk describes structure of the event, including recruitment of HHS subject matter experts and contest judging criteria. A follow-up population study among >100 Atlanta-area teens yielded positive results of playing the winning game.
We will show that the federally supported game developer challenges provide an effective means of producing game prototypes which have impact among selected populations.
CAN INDIAN PHARMA STAY AHEAD OF THE ETHICS CURVE?Anup Soans
MedicinMan November 2016 Issue is Now Live...
Highlights:
1. Report from OPPI’s 50th Annual General Meeting by K. Hariram
OPPI’s 50th Annual General Meeting (AGM) was held on 21st October 2016 at Hotel Taj Land’s End, Mumbai.
2. The Tipping Point: Discovering New Ways to Achieve Breakthrough Sales. Pharma sales managers need to think about new and bold ways to promote their products. Here’s what science tells us about how new ideas go viral.
3. The Many Faces of Emotion and the Role They Play in Marketing by Vivek Hattangadi
Different emotions trigger different actions – a look into different emotional states and how they can be put to use in pharma marketing.
4. The Peter Principle and How to Beat It
The importance of preparing for the next level of your career by acquiring the requisite knowledge, skills and attitude before you get there.
6. BOOK REVIEW: “Triggers” by Marshall Goldsmith reviewed by K. Hariram
How to initiate change in personal and professional life.
Why are there only 15% to 20% Women in Indian Pharma?Anup Soans
Guest Editorial - Gender Gap in Indian Pharma - An Unaddressed Issue
..............................................................................
Inside this Issue
1. A Salesforce Retention Strategy for Indian Pharma by K. Hariram
A quantitative and qualitative approach to measuring and stemming the tide of attrition in pharma sales.
2. “I Am Waiting for the Day When Pharma Hires a CEO from a Tech Company” an Interview with Salil Kallianpur
Salil Kallianpur – Executive Vice President – Primary Care at GSK shares his thoughts on Indian pharma in 2017 and beyond with MedicinMan.
3. 1st World Pharma Brand Managers Day by Prof. Suniel Deshpande and Vivek Hattangadi
A report on the 1st World Pharma Brand Managers Day which began with a Pharma CEO Conclave.
4. Pharma L&D Beyond the Classroom by Diksha Fouzdar
Real learning almost always takes place outside the classroom, but internalizing that in L&D requires a mindset change.
Games4Resilience Salon
Spielerische Selbstkontrolle und emotionale Kompetenzen fördern
Meagan Bromley, New York University,
studiert an der New York University und arbeitet als wissenschaftlicher Mitarbeiterin bei CREATE lab, einem Patner im Games for Learning Instute (G4Li)
CDC’s Program to Incubate Games for Public Health AwarenessSeriousGamesAssoc
After being awarded a second-round of innovation funding from Department of Health and Human Services Idea Lab in 2014, three CDC colleagues along with game industry partners produced a game developer challenge event: CDC/HHS Health Game Jam 2014, which focused on HIV Prevention strategies.
This talk describes structure of the event, including recruitment of HHS subject matter experts and contest judging criteria. A follow-up population study among >100 Atlanta-area teens yielded positive results of playing the winning game.
We will show that the federally supported game developer challenges provide an effective means of producing game prototypes which have impact among selected populations.
The past 15 years of social science research have seen an explosion in curiosity surrounding video games as a legitimate object of study – a medium that traces its roots back to at least the 1950s. While early research on games tended to quixotically focus on the anti-social effects of video games on users, emerging perspectives consider myriad uses and functions of video games as a psychological, communicative, and social tools. Much of this diversity can be attributed to a renewed focus on the player, with scholars working to understand the experience of the “squishy bits” behind the computer screen. Drawing from a variety of original studies, the presentation will translate player-focused media research to a diverse audience of designers, programmers and researchers. Topics covered include the mechanics of cognitive skill and game challenge, psychology of audience effects, habitual and (morally) intuitive decision-making, the social nature of player-avatar relationships, and the overall complexity of entertainment experiences as “more than just games.”
Abstract: The unquestioned popularity of video games as a pre-eminent source of entertainment has brought with it a renewed focus on the medium from the political and scholarly arenas. Games are an robust economic force, yet research tends to focus on their content as being "good" or "bad" rather than the experiences of the players themselves, which leaves our understanding of the phenomenology of the video game experience incomplete (at best) and inaccurate (at worst). To this end, Dr. Bowman's presentation will briefly review the current state of gaming research before suggesting ways in which scholars can pursue gaming research that compliments rather than replicates what has already been gleaned from more media effects-oriented studies, citing four exemplar studies.
Bio: Nick Bowman (Ph.D., Michigan State University) is an assistant professor in the Department of Communication Studies at West Virginia University where he specializes in digital and social media technology - in particular, the motivations and uses of interactive media for entertainment, relational, informational and persuasive purposes. He has published nearly two dozen research articles in journals such as Computers in Human Behavior, Media Psychology, New Media and Society, and Journal of Communication and currently serves on the editorial board of Media Psychology and Journal of Media Psychology. He is an active member of National Communication Association and International Communication Association, and is an avid gamer of third- and fourth-generation video game consoles.
The benefits of playing video games amp a0034857Lex Pit
While one widely held view maintains playing video games is intellectually lazy, such play actually may strengthen a range of cognitive skills such as spatial navigation, reasoning, memory and perception, according to several studies reviewed in the article. This is particularly true for shooter video games that are often violent, the authors said. A 2013 meta-analysis found that playing shooter video games improved a player’s capacity to think about objects in three dimensions, just as well as academic courses to enhance these same skills, according to the study. “This has critical implications for education and career development, as previous research has established the power of spatial skills for achievement in science, technology, engineering and mathematics,” Granic said. This enhanced thinking was not found with playing other types of video games, such as puzzles or role-playing games.
Playing video games may also help children develop problem-solving skills, the authors said. The more adolescents reported playing strategic video games, such as role-playing games, the more they improved in problem solving and school grades the following year, according to a long-term study published in 2013. Children’s creativity was also enhanced by playing any kind of video game, including violent games, but not when the children used other forms of technology, such as a computer or cell phone, other research revealed.
The current study explores variance in perceptions of age-appropriateness and overall evaluations of a video game manipulated to contain sexually or violently explicit content as a function of national culture and moral foundations. Purity/Sanctity concerns were the strongest predictor of higher age-appropriateness ratings for sexually explicit (expected) and violent (unexpected) games. US players evaluated the violent game more favorably than Germans. Both evaluated the sexually explicit game similarly, although Germans preferred it to the violent game; US audiences preferred the violent game.
Advances in realistic graphics and artificial intelligence are hallmarks of evolved video games, as environments and characters are made to seem more real. Little is known, however, about whether or not character model changes may impact players’ relationships with familiar avatars, especially since anthropomorphism – the perception of nonhuman objects as being human or human-like – is understood as central to player-avatar interaction (PAX). This study leveraged a naturally occurring change to one MMO’s avatars to conduct a field quasi-experiment to investigate whether enhanced avatar anthropomorphism influences PAX dimensions: emotional investment, anthropomorphic autonomy, suspension of disbelief, and sense of control. Longitudinal analysis showed that enhanced anthropomorphism had no significant impact on any PAX dimension immediately or over time, when controlling for demographic and gameplay variables. Player comments suggest the change was experienced not as a change in humanness, but as a shift in perceptual realism – believability, lifelikeness, depth – that impacted the experience of the avatar-mediated gameworld more broadly.
Presented at the 2015 convention of the National Communication Association
Now in press at Psychology of Popular Media Culture; pre-press version can be accessed here: https://www.academia.edu/15606926/Of_Beard_Physics_and_Worldness_The_non-_Effect_of_Enhanced_Anthropomorphism_on_Player-Avatar_Relations
This study explores the potential correlation between an adolescent's leisurely video game experience and their narrative composition writing ability in a first-semester University writing course. Our data report moderate correlations between students' aggregated video game experience (years spent playing) and their ability to articulate tension and turn, and use proper organization in composition assignments, notably an early-semester diagnostic essay (assigned on the first day of class, prior to formal instruction). Findings suggest that leisurely gameplay might help develop competency with the same creative skills related to written narrative ability, potentially facilitating the learning of these skills in the classroom.
Citation: Bowman, N. D., Baldwin, C., & Jones, J. (2015, November). Virtual tensions fuel narrative tensions: The impact of leisurely video game experience on first-year college students’ observed composition writing ability. Paper presented at the National Communication Association, Las Vegas.
An avatar is “an interactive, social representation of a user” (Meadows, 2008, p. 23) in a digital environment. Although avatars broadly include textual screen names or social network profiles, we specifically discuss here the two- or three-dimensional graphic
bodies representing players in online games. These bodies are at least partially controlled by players as they engage a game – in movement, gesturing, communicating, and acting in/on the world – and these interactions constitute a multimodal gaming
literacy that is central to play (Gee, 2004).
This paper proposes a validated 15-item scale that merges theoretically divergent perspectives on player-avatar relations in extant literature (parasociality as psychological merging and sociality as psychological divergence) into a single instrument that measures player-avatar interaction (PAX). PAX is defined as the perceived social and functional association between an MMO player and game avatar, inclusive of four factors: emotional investment, anthropomorphic autonomy, suspension of disbelief, and sense of player control. These four factors were stable across two large multi-game (N = 494) and game-specific player samples (N = 458), in both exploratory and confirmatory factor analyses. Construct validity tests show scale dimensions have expected significant relationships with a sense of human-like relatedness and player-avatar relationship features, and predictive validity tests indicate theoretically likely and relevant factor associations with gameplay motivations and MMO genres.
Advancements in wearable technology have allowed for social information to be inserted directly (albeit conspicuously) into face-to-face interactions. One example is Google Glass, worn similar to a pair of eyeglasses but with a digital display which can provide the wearer an augmented reality of extra-dyadic cues – such as social information (culled from social media programs) – about one’s conversation partners. Such interactions might violate expectancies of “normal” face-to-face interactions, in which both partners are assumed to have similar levels of social information about the other (as well as similar capabilities to retrieve and record this information). The current study simulated a fictitious “Looking Glass” program that (a) auto-detected (via facial recognition) one’s partner and (b) displayed that person’s last 12 social media posts on Glass. In a randomized case/control experiment, non-wearers were more likely to perceive Glass-wearers as physically attractive and socio-emotionally close, while feeling lower self-esteem and having higher mental and physical demand with the conversation. Open-ended data suggested Glass wearers to be less attentive to the conversation, and Glass-present conversations were less on-topic. These data hold implications for future application of and research into what we refer to as cyborgic face-to-face interactions: non-mediated yet technologically augmented social interactions.
Citation: Bowman, N. D., Banks, J. D., & Westerman, D. K. (2015, May). Through the Looking Glass: The impact of Google Glass on perceptions of face-to-face interaction. Paper to be presented at the International Communication Association, Puerto Rico.
Through content analysis of their coverage on a large-scale media event, this paper examines the difference of agendas set by traditional media (represented by newspapers) and new media (represented by micro-blogs) in China. The results show that the agendas discussed by the Chinese people on micro-blogs are not significantly influenced by newspapers. In terms of the topics of the news, newspapers are more concerned with the Chinese economy and people's livelihood while micro-blogs are more concerned with political and legal reforms in China. As for media tone, newspapers are more likely to cover the event positively while micro-blogs tend to be negative. These findings that the Chinese government may be incapable of exercising their traditionally strong media agenda influence over newer digital media suggest that Chinese citizens, or netizens, may enjoy more freedom of speech in micro-blogging.
Zhang, G., Bowman, N. D., Shao, G., & Guan, D. (2015, May). “The people dissent, or The People’s consent?” Comparing news agendas of traditional and new media surrounding a large-scale Chinese political event. Paper presented at the International Communication Association, Puerto Rico.
College students use their social media profiles to create and (normally) maintain a positive presentation of their self-identities in an expansive online social network. According to the social identity model of deindividuation effects (SIDE) model, when students identify strongly as a member of a group, they may craft posts that reflect this group identity, which may or may not be seen as acceptable to others in their social network. In a one-to-many form of communication like a social media website, a person may have many small groups of people in their social network, but their audience is their entire network as a whole. This study analyzes how group identity shapes the way people post updates. Students from a large Mid-Atlantic university were surveyed about their group identity and their own social media posts. By analyzing and comparing their actual Facebook posts to their survey responses, a direct relationship between strength of group identity and group-conforming Facebook posts was expected.
As part of a panel on the "Psycho/biological considerations for human interactions within video games" at NCA 2014, Dr Nick Bowman presents a summary of his work on task demand and video games.
The current study explores the impact of dissonant origin information (information about character origin that counters audiences’ prior knowledge) on dispositional shift (movement from more to less extreme judgments). In a 2 (action: pro- or anti-social) x 2 (outcome: rewarded or punished) x 2 (canonical/control or dissonant origin) between-subjects experimental design, participants receiving dissonant origin experienced greater dispositional polarization (that is, dramatic shift) – from extreme positive to extreme negative judgments; these effects intensified when the character’s actions were anti-social.
Research has yet to identify causes for jealousy reactions on social network sites. An experiment examined how message exclusivity affects jealousy responses to a hypothetical scenario. A total of 191 students were randomly assigned to imagine their emotional and behavioral responses to an ambiguous message given by their partner to a romantic rival in a private Facebook message (high exclusivity) or posted publicly on the rival’s Facebook wall (low exclusivity). Those reading high exclusivity messages reported more negative emotion and were more likely to confront. Threat perception and negative emotion predicted confrontational behavior. There was an indirect effect of exclusivity on threat perception through negative emotion. There was no direct link between exclusivity and threat perception.
Citation: Cohen, E.L., Bowman, N.D., & Borchert, K. (2014). Private flirts, public friends: Understanding romantic jealousy responses to an ambiguous social network site message as a function of message access exclusivity. Computers in Human Behavior, 35, 535-541. doi:10.1016/j.chb.2014.02.050
Video games have long been understood as an entertaining and popular medium, and recent work has suggested that at least part of their appeal rests in their ability to foster feelings of sociability and belonging with others. From this, we expected that following an episode of social ostracism, playing video games with other people would be an enjoyable experience due the game’s ability to restore one’s social needs. However, in a 2 (social inclusion vs. social ostracism) x 2 (choosing to play alone vs. co-playing) quasi-experimental design, individuals who were socially ostracized in a ball tossing game reported no deficit in their subsequent enjoyment of the video game- reporting above-average enjoyment - while individuals who were socially included reported significantly lower enjoyment when playing alone compare to all other conditions. These effects held, controlling for individual sex, trait need for belonging, video game self-efficacy, and individual performance at the game. These results ran counter to predictions regarding the socially restorative power of video games following a social ostracism episode, and offer insight into how social scenarios might foster expectations of entertainment media products.
Citation: Bowman, N. D., Kowert, R., & Cohen, E. (2014, November). When the ball stops, the fun stops too: The impact of social inclusion on video game enjoyment. Paper to be presented at the National Communication Association, Chicago.
Taking an initial step to empirically investigate cultural conjecture about stay-at-home mothers' (SAHMs') and working mothers’ (WMs') rivalry, the purpose of this study was to identify the content of stereotypes held for these subgroups of mothers. Through open-ended responses from SAHMs, WMs, and a broad non-parent sample, 5,523 traits of SAHMs and WMs emerged. Following coding procedures used in previous stereotype research (Hummert, Garstka, Shaner, & Strahm, 1994; Ruble & Zhang, 2013), the authors grouped the traits into 28 SAHM and 21 WM stereotype categories. The SAHM stereotype categories align with traditional views of womanhood, feminism, and family structure and reveal positive evaluations of mothering ability. Examples of the SAHM stereotype categories include: “domestic,” “caregiver,” “family-oriented,” and “ideal mom.” The WM stereotype categories align with non-traditional views of womanhood, motherhood, and family structure and reveal negative evaluations of mothering ability. Examples of the WM stereotype categories include: “determined,” “independent,” “work-focused,” and “substandard mom”. SAHM and WM stereotypes provide evidence for both stagnant and progressing ideals of women such that SAHMs are perceived as feminine, heterosexual housewives who are solely competent at mothering and WMs are perceived as independent, strong women who lack maternal instincts. Building on social identity (Tajfel & Turner, 1986) and subsequent theorizing (Cuddy, Fiske, & Glick, 2007), these results lay groundwork for further assessment of these stereotypes, particularly their prevalence, valence, and links to specific family and intergroup communication practices.
Guided by Rhetorical and Relational Goals Theory, this study examined college students' perceptions of effective teaching behaviors. Specifically, students (n = 209) were asked to design their ideal instructor by prioritizing ten teaching behaviors and characteristics from rhetorical and relational traditions (i.e., assertive, responsive, clear, relevant, competent, trustworthy, caring, immediate, humorous, disclosure). Results indicated that students preferred teacher clarity, competence, and relevance from their instructors. Teacher self-disclosure, immediacy, and caring were considered to be luxury behaviors rather than necessary behaviors. Academic beliefs (i.e., learning orientation, grade orientation, academic entitlement) were significantly related to many student preferences for effective teaching behaviors.
For our lecture on 6 November 2014, a copy of the PPT slides from Chapter 10's discussion. NOTE: These are the PPT slides for Section 001 only (TR, 11:30 am to 12:45 pm), shared due to technological issues in class during that day's lecture. Enjoy!
Paper presented at Meaningful Play 2014, East Lansing, MI, 16 October 2014
Popular opinion of digital games tends to classify them as toys, diversions and distractions, however this focus on games solely as sources of hedonic pleasure is theoretically, empirically, and phenomenologically myopic – it obscures the full range of affective, emotional, and cognitive experiences that one can have when playing digital games. In this vein, this study explores the phenomenal experience of enjoyment and appreciation in massively multiplayer online games, addressed through players’ descriptions of favorite gameplay memories. Through emergent thematic analysis of these descriptions and statistical analysis of individual differences, we demonstrate that elements of online game content can be both enjoyed as ego-driven reward and achievement and appreciated relationally with respect to other players, characters, and the gameworld. However, memorable game experiences are not necessarily experienced as having entertainment value, such that games scholars should be more inclusive of what is considered as important to players – potentially the win, the worth, and the work of play.
A guest lecture, sponsored by the Scripps College of Communication at Ohio University. The talk was given on 7 October 2014 in the Schoonover Lobby by Dr. Nick Bowman.
For Fall 2014, WVU Department of Commnication Studies is hosting an informational meeting on Monday, September 8 for undergraduate students interested in learning about our two student organizations: Lambda Pi Eta and the Undergraduate Communication Association.
Early in graduate school, scholars are introduced to the foundational epistemologies and ontologies of their fields. Similar to the way in which children tend to adopt the world-views of their parents, young scholars tend to acclimatize to the theoretical and methodological assumptions of their advisors. In this process, scholars learn to harness the tools of their chosen focus of study, often at once mastering one tool-set and becoming blind to the potential utility of others. In this presentation, we present the results of a line of research on player-avatar relationships (PARs) that has successfully leveraged the seemingly-inherent friction of two very divergent approaches to research: interpretative scholarship aimed at generating rich data from conspicuous participants (in which the data analyzed are subjective accounts of human experiences gathered using quasi-ethnographic methods) and post-positive scholarship aimed at gathering broad data from anonymous participants (in which the data analyzed are observed cognitions, attitudes or behaviors produced through survey and experimentation). Initial solutions from both camps produced competing explanations regarding PARs – the former suggesting them to be best framed as authentic social relationships, the latter suggesting them to be best framed as para-social affinities. Subsequent studies theoretically and methodologically blended both approaches, resulting in a broader and deeper conceptualization of PARs that accounts for counterintuitive patterns in the qualitative data and substantially improves variance explained by data models designed to understand uses and effects.
Talk delivered at the University of Muenster, Thursday July 24. Images contained are not property of authors, with exception of data tables and figures.
More from West Virginia University - Department of Communication Studies (20)
As a film director, I have always been awestruck by the magic of animation. Animation, a medium once considered solely for the amusement of children, has undergone a significant transformation over the years. Its evolution from a rudimentary form of entertainment to a sophisticated form of storytelling has stirred my creativity and expanded my vision, offering limitless possibilities in the realm of cinematic storytelling.
Meet Dinah Mattingly – Larry Bird’s Partner in Life and Loveget joys
Get an intimate look at Dinah Mattingly’s life alongside NBA icon Larry Bird. From their humble beginnings to their life today, discover the love and partnership that have defined their relationship.
From Slave to Scourge: The Existential Choice of Django Unchained. The Philos...Rodney Thomas Jr
#SSAPhilosophy #DjangoUnchained #DjangoFreeman #ExistentialPhilosophy #Freedom #Identity #Justice #Courage #Rebellion #Transformation
Welcome to SSA Philosophy, your ultimate destination for diving deep into the profound philosophies of iconic characters from video games, movies, and TV shows. In this episode, we explore the powerful journey and existential philosophy of Django Freeman from Quentin Tarantino’s masterful film, "Django Unchained," in our video titled, "From Slave to Scourge: The Existential Choice of Django Unchained. The Philosophy of Django Freeman!"
From Slave to Scourge: The Existential Choice of Django Unchained – The Philosophy of Django Freeman!
Join me as we delve into the existential philosophy of Django Freeman, uncovering the profound lessons and timeless wisdom his character offers. Through his story, we find inspiration in the power of choice, the quest for justice, and the courage to defy oppression. Django Freeman’s philosophy is a testament to the human spirit’s unyielding drive for freedom and justice.
Don’t forget to like, comment, and subscribe to SSA Philosophy for more in-depth explorations of the philosophies behind your favorite characters. Hit the notification bell to stay updated on our latest videos. Let’s discover the principles that shape these icons and the profound lessons they offer.
Django Freeman’s story is one of the most compelling narratives of transformation and empowerment in cinema. A former slave turned relentless bounty hunter, Django’s journey is not just a physical liberation but an existential quest for identity, justice, and retribution. This video delves into the core philosophical elements that define Django’s character and the profound choices he makes throughout his journey.
Link to video: https://youtu.be/GszqrXk38qk
From the Editor's Desk: 115th Father's day Celebration - When we see Father's day in Hindu context, Nanda Baba is the most vivid figure which comes to the mind. Nanda Baba who was the foster father of Lord Krishna is known to provide love, care and affection to Lord Krishna and Balarama along with his wife Yashoda; Letter’s to the Editor: Mother's Day - Mother is a precious life for their children. Mother is life breath for her children. Mother's lap is the world happiness whose debt can never be paid.
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Meet Crazyjamjam - A TikTok Sensation | Blog EternalBlog Eternal
Crazyjamjam, the TikTok star everyone's talking about! Uncover her secrets to success, viral trends, and more in this exclusive feature on Blog Eternal.
Source: https://blogeternal.com/celebrity/crazyjamjam-leaks/
In the vast landscape of cinema, stories have been told, retold, and reimagined in countless ways. At the heart of this narrative evolution lies the concept of a "remake". A successful remake allows us to revisit cherished tales through a fresh lens, often reflecting a different era's perspective or harnessing the power of advanced technology. Yet, the question remains, what makes a remake successful? Today, we will delve deeper into this subject, identifying the key ingredients that contribute to the success of a remake.
Tom Selleck Net Worth: A Comprehensive Analysisgreendigital
Over several decades, Tom Selleck, a name synonymous with charisma. From his iconic role as Thomas Magnum in the television series "Magnum, P.I." to his enduring presence in "Blue Bloods," Selleck has captivated audiences with his versatility and charm. As a result, "Tom Selleck net worth" has become a topic of great interest among fans. and financial enthusiasts alike. This article delves deep into Tom Selleck's wealth, exploring his career, assets, endorsements. and business ventures that contribute to his impressive economic standing.
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Early Life and Career Beginnings
The Foundation of Tom Selleck's Wealth
Born on January 29, 1945, in Detroit, Michigan, Tom Selleck grew up in Sherman Oaks, California. His journey towards building a large net worth began with humble origins. , Selleck pursued a business administration degree at the University of Southern California (USC) on a basketball scholarship. But, his interest shifted towards acting. leading him to study at the Hills Playhouse under Milton Katselas.
Minor roles in television and films marked Selleck's early career. He appeared in commercials and took on small parts in T.V. series such as "The Dating Game" and "Lancer." These initial steps, although modest. laid the groundwork for his future success and the growth of Tom Selleck net worth. Breakthrough with "Magnum, P.I."
The Role that Defined Tom Selleck's Career
Tom Selleck's breakthrough came with the role of Thomas Magnum in the CBS television series "Magnum, P.I." (1980-1988). This role made him a household name and boosted his net worth. The series' popularity resulted in Selleck earning large salaries. leading to financial stability and increased recognition in Hollywood.
"Magnum P.I." garnered high ratings and critical acclaim during its run. Selleck's portrayal of the charming and resourceful private investigator resonated with audiences. making him one of the most beloved television actors of the 1980s. The success of "Magnum P.I." played a pivotal role in shaping Tom Selleck net worth, establishing him as a major star.
Film Career and Diversification
Expanding Tom Selleck's Financial Portfolio
While "Magnum, P.I." was a cornerstone of Selleck's career, he did not limit himself to television. He ventured into films, further enhancing Tom Selleck net worth. His filmography includes notable movies such as "Three Men and a Baby" (1987). which became the highest-grossing film of the year, and its sequel, "Three Men and a Little Lady" (1990). These box office successes contributed to his wealth.
Selleck's versatility allowed him to transition between genres. from comedies like "Mr. Baseball" (1992) to westerns such as "Quigley Down Under" (1990). This diversification showcased his acting range. and provided many income streams, reinforcing Tom Selleck net worth.
Television Resurgence with "Blue Bloods"
Sustaining Wealth through Consistent Success
In 2010, Tom Selleck began starring as Frank Reagan i
Skeem Saam in June 2024 available on ForumIsaac More
Monday, June 3, 2024 - Episode 241: Sergeant Rathebe nabs a top scammer in Turfloop. Meikie is furious at her uncle's reaction to the truth about Ntswaki.
Tuesday, June 4, 2024 - Episode 242: Babeile uncovers the truth behind Rathebe’s latest actions. Leeto's announcement shocks his employees, and Ntswaki’s ordeal haunts her family.
Wednesday, June 5, 2024 - Episode 243: Rathebe blocks Babeile from investigating further. Melita warns Eunice to stay clear of Mr. Kgomo.
Thursday, June 6, 2024 - Episode 244: Tbose surrenders to the police while an intruder meddles in his affairs. Rathebe's secret mission faces a setback.
Friday, June 7, 2024 - Episode 245: Rathebe’s antics reach Kganyago. Tbose dodges a bullet, but a nightmare looms. Mr. Kgomo accuses Melita of witchcraft.
Monday, June 10, 2024 - Episode 246: Ntswaki struggles on her first day back at school. Babeile is stunned by Rathebe’s romance with Bullet Mabuza.
Tuesday, June 11, 2024 - Episode 247: An unexpected turn halts Rathebe’s investigation. The press discovers Mr. Kgomo’s affair with a young employee.
Wednesday, June 12, 2024 - Episode 248: Rathebe chases a criminal, resorting to gunfire. Turf High is rife with tension and transfer threats.
Thursday, June 13, 2024 - Episode 249: Rathebe traps Kganyago. John warns Toby to stop harassing Ntswaki.
Friday, June 14, 2024 - Episode 250: Babeile is cleared to investigate Rathebe. Melita gains Mr. Kgomo’s trust, and Jacobeth devises a financial solution.
Monday, June 17, 2024 - Episode 251: Rathebe feels the pressure as Babeile closes in. Mr. Kgomo and Eunice clash. Jacobeth risks her safety in pursuit of Kganyago.
Tuesday, June 18, 2024 - Episode 252: Bullet Mabuza retaliates against Jacobeth. Pitsi inadvertently reveals his parents’ plans. Nkosi is shocked by Khwezi’s decision on LJ’s future.
Wednesday, June 19, 2024 - Episode 253: Jacobeth is ensnared in deceit. Evelyn is stressed over Toby’s case, and Letetswe reveals shocking academic results.
Thursday, June 20, 2024 - Episode 254: Elizabeth learns Jacobeth is in Mpumalanga. Kganyago's past is exposed, and Lehasa discovers his son is in KZN.
Friday, June 21, 2024 - Episode 255: Elizabeth confirms Jacobeth’s dubious activities in Mpumalanga. Rathebe lies about her relationship with Bullet, and Jacobeth faces theft accusations.
Monday, June 24, 2024 - Episode 256: Rathebe spies on Kganyago. Lehasa plans to retrieve his son from KZN, fearing what awaits.
Tuesday, June 25, 2024 - Episode 257: MaNtuli fears for Kwaito’s safety in Mpumalanga. Mr. Kgomo and Melita reconcile.
Wednesday, June 26, 2024 - Episode 258: Kganyago makes a bold escape. Elizabeth receives a shocking message from Kwaito. Mrs. Khoza defends her husband against scam accusations.
Thursday, June 27, 2024 - Episode 259: Babeile's skillful arrest changes the game. Tbose and Kwaito face a hostage crisis.
Friday, June 28, 2024 - Episode 260: Two women face the reality of being scammed. Turf is rocked by breaking
Panchayat Season 3 - Official Trailer.pdfSuleman Rana
The dearest series "Panchayat" is set to make a victorious return with its third season, and the fervor is discernible. The authority trailer, delivered on May 28, guarantees one more enamoring venture through the country heartland of India.
Jitendra Kumar keeps on sparkling as Abhishek Tripathi, the city-reared engineer who ends up functioning as the secretary of the Panchayat office in the curious town of Phulera. His nuanced depiction of a young fellow exploring the difficulties of country life while endeavoring to adjust to his new environmental factors has earned far and wide recognition.
Neena Gupta and Raghubir Yadav return as Manju Devi and Brij Bhushan Dubey, separately. Their dynamic science and immaculate acting rejuvenate the hardships of town administration. Gupta's depiction of the town Pradhan with an ever-evolving outlook, matched with Yadav's carefully prepared exhibition, adds profundity and credibility to the story.
New Difficulties and Experiences
The trailer indicates new difficulties anticipating the characters, as Abhishek keeps on wrestling with his part in the town and his yearnings for a superior future. The series has reliably offset humor with social editorial, and Season 3 looks ready to dig much more profound into the intricacies of rustic organization and self-awareness.
Watchers can hope to see a greater amount of the enchanting and particular residents who have become fan top picks. Their connections and the one of a kind cut of-life situations give a reviving and interesting portrayal of provincial India, featuring the two its appeal and its difficulties.
A Mix of Humor and Heart
One of the signs of "Panchayat" is its capacity to mix humor with sincere narrating. The trailer features minutes that guarantee to convey giggles, as well as scenes that pull at the heartstrings. This equilibrium has been a critical calculate the show's prosperity, resounding with crowds across different socioeconomics.
Creation Greatness
The creation quality remaining parts first rate, with the beautiful setting of Phulera town filling in as a scenery that upgrades the narrating. The meticulousness in portraying provincial life, joined with sharp composition and solid exhibitions, guarantees that "Panchayat" keeps on hanging out in the packed web series scene.
Expectation and Delivery
As the delivery date draws near, expectation for "Panchayat" Season 3 is at a record-breaking high. The authority trailer has previously created critical buzz, with fans enthusiastically anticipating the continuation of Abhishek Tripathi's excursion and the new undertakings that lie ahead in Phulera.
All in all, the authority trailer for "Panchayat" Season 3 recommends that watchers are in for another drawing in and engaging ride. Yet again with its charming characters, convincing story, and ideal mix of humor and show, the new season is set to enamor crowds. Write in your schedules and prepare to get back to the endearing universe of "Panchayat."
Maximizing Your Streaming Experience with XCIPTV- Tips for 2024.pdfXtreame HDTV
In today’s digital age, streaming services have become an integral part of our entertainment lives. Among the myriad of options available, XCIPTV stands out as a premier choice for those seeking seamless, high-quality streaming. This comprehensive guide will delve into the features, benefits, and user experience of XCIPTV, illustrating why it is a top contender in the IPTV industry.
Create a Seamless Viewing Experience with Your Own Custom OTT Player.pdfGenny Knight
As the popularity of online streaming continues to rise, the significance of providing outstanding viewing experiences cannot be emphasized enough. Tailored OTT players present a robust solution for service providers aiming to enhance their offerings and engage audiences in a competitive market. Through embracing customization, companies can craft immersive, individualized experiences that effectively hold viewers' attention, entertain them, and encourage repeat usage.
Scandal! Teasers June 2024 on etv Forum.co.zaIsaac More
Monday, 3 June 2024
Episode 47
A friend is compelled to expose a manipulative scheme to prevent another from making a grave mistake. In a frantic bid to save Jojo, Phakamile agrees to a meeting that unbeknownst to her, will seal her fate.
Tuesday, 4 June 2024
Episode 48
A mother, with her son's best interests at heart, finds him unready to heed her advice. Motshabi finds herself in an unmanageable situation, sinking fast like in quicksand.
Wednesday, 5 June 2024
Episode 49
A woman fabricates a diabolical lie to cover up an indiscretion. Overwhelmed by guilt, she makes a spontaneous confession that could be devastating to another heart.
Thursday, 6 June 2024
Episode 50
Linda unwittingly discloses damning information. Nhlamulo and Vuvu try to guide their friend towards the right decision.
Friday, 7 June 2024
Episode 51
Jojo's life continues to spiral out of control. Dintle weaves a web of lies to conceal that she is not as successful as everyone believes.
Monday, 10 June 2024
Episode 52
A heated confrontation between lovers leads to a devastating admission of guilt. Dintle's desperation takes a new turn, leaving her with dwindling options.
Tuesday, 11 June 2024
Episode 53
Unable to resort to violence, Taps issues a verbal threat, leaving Mdala unsettled. A sister must explain her life choices to regain her brother's trust.
Wednesday, 12 June 2024
Episode 54
Winnie makes a very troubling discovery. Taps follows through on his threat, leaving a woman reeling. Layla, oblivious to the truth, offers an incentive.
Thursday, 13 June 2024
Episode 55
A nosy relative arrives just in time to thwart a man's fatal decision. Dintle manipulates Khanyi to tug at Mo's heartstrings and get what she wants.
Friday, 14 June 2024
Episode 56
Tlhogi is shocked by Mdala's reaction following the revelation of their indiscretion. Jojo is in disbelief when the punishment for his crime is revealed.
Monday, 17 June 2024
Episode 57
A woman reprimands another to stay in her lane, leading to a damning revelation. A man decides to leave his broken life behind.
Tuesday, 18 June 2024
Episode 58
Nhlamulo learns that due to his actions, his worst fears have come true. Caiphus' extravagant promises to suppliers get him into trouble with Ndu.
Wednesday, 19 June 2024
Episode 59
A woman manages to kill two birds with one stone. Business doom looms over Chillax. A sobering incident makes a woman realize how far she's fallen.
Thursday, 20 June 2024
Episode 60
Taps' offer to help Nhlamulo comes with hidden motives. Caiphus' new ideas for Chillax have MaHilda excited. A blast from the past recognizes Dintle, not for her newfound fame.
Friday, 21 June 2024
Episode 61
Taps is hungry for revenge and finds a rope to hang Mdala with. Chillax's new job opportunity elicits mixed reactions from the public. Roommates' initial meeting starts off on the wrong foot.
Monday, 24 June 2024
Episode 62
Taps seizes new information and recruits someone on the inside. Mary's new job
240529_Teleprotection Global Market Report 2024.pdfMadhura TBRC
The teleprotection market size has grown
exponentially in recent years. It will grow from
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compound annual growth rate (CAGR) of 28.2%. The
teleprotection market size is expected to see
exponential growth in the next few years. It will grow
to $70.77 billion in 2028 at a compound annual
growth rate (CAGR) of 26.0%.
Experience the thrill of Progressive Puzzle Adventures, like Scavenger Hunt Games and Escape Room Activities combined Solve Treasure Hunt Puzzles online.
Young Tom Selleck: A Journey Through His Early Years and Rise to Stardomgreendigital
Introduction
When one thinks of Hollywood legends, Tom Selleck is a name that comes to mind. Known for his charming smile, rugged good looks. and the iconic mustache that has become synonymous with his persona. Tom Selleck has had a prolific career spanning decades. But, the journey of young Tom Selleck, from his early years to becoming a household name. is a story filled with determination, talent, and a touch of luck. This article delves into young Tom Selleck's life, background, early struggles. and pivotal moments that led to his rise in Hollywood.
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Early Life and Background
Family Roots and Childhood
Thomas William Selleck was born in Detroit, Michigan, on January 29, 1945. He was the second of four children in a close-knit family. His father, Robert Dean Selleck, was a real estate investor and executive. while his mother, Martha Selleck, was a homemaker. The Selleck family relocated to Sherman Oaks, California. when Tom was a child, setting the stage for his future in the entertainment industry.
Education and Early Interests
Growing up, young Tom Selleck was an active and athletic child. He attended Grant High School in Van Nuys, California. where he excelled in sports, particularly basketball. His tall and athletic build made him a standout player, and he earned a basketball scholarship to the University of Southern California (U.S.C.). While at U.S.C., Selleck studied business administration. but his interests shifted toward acting.
Discovery of Acting Passion
Tom Selleck's journey into acting was serendipitous. During his time at U.S.C., a drama coach encouraged him to try acting. This nudge led him to join the Hills Playhouse, where he began honing his craft. Transitioning from an aspiring athlete to an actor took time. but young Tom Selleck became drawn to the performance world.
Early Career Struggles
Breaking Into the Industry
The path to stardom was a challenging one for young Tom Selleck. Like many aspiring actors, he faced many rejections and struggled to find steady work. A series of minor roles and guest appearances on television shows marked his early career. In 1965, he debuted on the syndicated show "The Dating Game." which gave him some exposure but did not lead to immediate success.
The Commercial Breakthrough
During the late 1960s and early 1970s, Selleck began appearing in television commercials. His rugged good looks and charismatic presence made him a popular brand choice. He starred in advertisements for Pepsi-Cola, Revlon, and Close-Up toothpaste. These commercials provided financial stability and helped him gain visibility in the industry.
Struggling Actor in Hollywood
Despite his success in commercials. breaking into large acting roles remained a challenge for young Tom Selleck. He auditioned and took on small parts in T.V. shows and movies. Some of his early television appearances included roles in popular series like Lancer, The F.B.I., and Bracken's World. But, it would take a
Young Tom Selleck: A Journey Through His Early Years and Rise to Stardom
Game Studies Interest Group 2012 Pre-Conference
1. GSIG 2012 Pre-Conference
“It’s More Than Just A Game: Best Practices In
Video Game Research Design and Methodology”
24 May 2012, Phoenix, AZ, USA @
Scholarly interest in video games has grown almost as
fast as popular interest in the medium itself. Yet, the
Session 1 [12:15 to 13:45]
study of video games - be it experimental or critical - Data Acquisition: Best Practices
brings with it a nuanced set of challenges, as the for Understanding Players,
medium often finds itself somewhere between video Their Motives, and Their
(analogous to television and film) and game (analogous Experiences
to logic puzzles or sports competition). This issue of
definition is not trivial, as it speaks to larger
Jeroen Jansz (Erasmus U)
methodological concerns when attempting to
understand both how video games are played and how Leonard Reinecke (U of Mannheim)
game play affects us at the cognitive, affective, and
behavioral levels. John Sherry (Michigan State U)
Gerald Voorhees (Oregon State U)
Following our
sessions, we will host Dmitri Williams (USC)
breakout sessions
with senior scholars!
Session 2 [14:00 to 15:30]
“Our goal is to provide all Constructing a Game: Better
attendees with an
opportunity to reflect on Research Through Better
and plan future video game Stimulus Design
research with similarly-
interested colleagues.”
Ashish Amresh (Arizona State U)
James Gee (Arizona State U)
Sven Jockel (U of Erfurt)
Wei Peng (Michigan State U)
Bonnie Nardi (UC-Irvine)
GSIG Pre-Conference
proudly sponsored by:
2. Game Studies Interest Group
2012 Pre-Conference Sponsors
Joint sponsorship with Department of Communication and
Department of Telecommunication, Information Studies, & Media
GSIG 2012 Pre-Conference
“It’s More Than Just A Game: Best Practices In
Video Game Research Design and Methodology”
24 May 2012, Phoenix, AZ, USA @