Presentation given as a PSTG at the University of Pittsburgh ULS. The focus is on how gaming and libraries can be merged for outreach and staff interactions.
Table tennis originated in 1880s Britain as an after-dinner parlour game called "wiff-waff" played with books and a golf ball. Over time rules and equipment evolved, with balls increasing to 40mm in size after 2000. The scoring system also changed from 21 points to 11 points. Today China's Ma Long and Ding Ning are the top ranked male and female players globally with over 2800 and 3000 points respectively, while Lithuania's top players are Tomas Mikutis ranked 373rd and Ruta Paskauskiene ranked 73rd.
The document contains 11 multiple choice questions about sports:
1. It asks which heavyweight boxing champion retired undefeated with a record of 49-0.
2. It asks what Goleo, Spheriks, Ciao, Naranjito and Tip & Tap were examples of, which is World Cup mascots.
3. It asks which national team introduced 'Total Football' at the 1974 FIFA World Cup, which was Holland.
Mobile technology: The ‘anytime, anywhere’ enabler of customer loyaltyDeloitte Canada
Mobile technology is enabling new customer experiences through increased engagement and transactions via smartphones. While mobile payments are developing rapidly, no single solution has achieved widespread adoption yet. Retailers are uniquely positioned to use mobile to enhance customer loyalty by providing product information, purchase options, and targeted offers. To succeed, companies should anticipate continuing mobile technology advances, focus on enhancing overall customer experience rather than just transactions, test approaches through small pilots, and be flexible given the evolving nature of mobile.
What I learned teaching programming to 150 beginnersEtiene Dalcol
The document discusses the author's experience teaching 150 beginners programming over 2 hours. They covered basic programming concepts like variables, arrays, loops and functions using JavaScript. The author emphasizes coming prepared with a skeleton code, easy to follow URL, and being ready to answer questions. They also note the importance of inspiring students and finding teaching rewarding, especially when sharing something you're passionate about.
This document discusses the benefits of video games and gaming for teens and libraries. It argues that gaming is a popular medium for teens that can reinforce new literacies and developmental assets. It provides examples of libraries that have successfully hosted gaming events and collections. It also offers recommendations for how libraries can better engage gamers, including using games for readers' advisory, hosting gaming events, and immersing themselves in gaming culture.
This document provides an overview of a module on women and video games. It discusses the history and evolution of video games, debates around how to study video games, and issues of gender representation within the video game industry and content. Specifically, it notes that women are underrepresented in the video game industry and discusses common tropes like the "damsel in distress" that reflect stereotypical gender roles. The goal of the module is to help students critically analyze video games and identify gender-related issues in their content, production, and the experiences of female gamers.
The document discusses developing a gaming collection for a library. It recommends collecting magazines, strategy guides, and fiction related to gaming. Formats to collect include console, handheld, and PC games. The document provides questions to consider for a collection policy and reviews different resources for selecting games, including patron recommendations. It also discusses purchasing options, model gaming collections at other libraries, and recommended games for different age groups and platforms.
This was a presentation that I gave to a group of librarians here at SDSU. It was an opportunity to present my arguments why I believe that the library needs to seriously consider games and gaming technology.
Table tennis originated in 1880s Britain as an after-dinner parlour game called "wiff-waff" played with books and a golf ball. Over time rules and equipment evolved, with balls increasing to 40mm in size after 2000. The scoring system also changed from 21 points to 11 points. Today China's Ma Long and Ding Ning are the top ranked male and female players globally with over 2800 and 3000 points respectively, while Lithuania's top players are Tomas Mikutis ranked 373rd and Ruta Paskauskiene ranked 73rd.
The document contains 11 multiple choice questions about sports:
1. It asks which heavyweight boxing champion retired undefeated with a record of 49-0.
2. It asks what Goleo, Spheriks, Ciao, Naranjito and Tip & Tap were examples of, which is World Cup mascots.
3. It asks which national team introduced 'Total Football' at the 1974 FIFA World Cup, which was Holland.
Mobile technology: The ‘anytime, anywhere’ enabler of customer loyaltyDeloitte Canada
Mobile technology is enabling new customer experiences through increased engagement and transactions via smartphones. While mobile payments are developing rapidly, no single solution has achieved widespread adoption yet. Retailers are uniquely positioned to use mobile to enhance customer loyalty by providing product information, purchase options, and targeted offers. To succeed, companies should anticipate continuing mobile technology advances, focus on enhancing overall customer experience rather than just transactions, test approaches through small pilots, and be flexible given the evolving nature of mobile.
What I learned teaching programming to 150 beginnersEtiene Dalcol
The document discusses the author's experience teaching 150 beginners programming over 2 hours. They covered basic programming concepts like variables, arrays, loops and functions using JavaScript. The author emphasizes coming prepared with a skeleton code, easy to follow URL, and being ready to answer questions. They also note the importance of inspiring students and finding teaching rewarding, especially when sharing something you're passionate about.
This document discusses the benefits of video games and gaming for teens and libraries. It argues that gaming is a popular medium for teens that can reinforce new literacies and developmental assets. It provides examples of libraries that have successfully hosted gaming events and collections. It also offers recommendations for how libraries can better engage gamers, including using games for readers' advisory, hosting gaming events, and immersing themselves in gaming culture.
This document provides an overview of a module on women and video games. It discusses the history and evolution of video games, debates around how to study video games, and issues of gender representation within the video game industry and content. Specifically, it notes that women are underrepresented in the video game industry and discusses common tropes like the "damsel in distress" that reflect stereotypical gender roles. The goal of the module is to help students critically analyze video games and identify gender-related issues in their content, production, and the experiences of female gamers.
The document discusses developing a gaming collection for a library. It recommends collecting magazines, strategy guides, and fiction related to gaming. Formats to collect include console, handheld, and PC games. The document provides questions to consider for a collection policy and reviews different resources for selecting games, including patron recommendations. It also discusses purchasing options, model gaming collections at other libraries, and recommended games for different age groups and platforms.
This was a presentation that I gave to a group of librarians here at SDSU. It was an opportunity to present my arguments why I believe that the library needs to seriously consider games and gaming technology.
This document outlines an agenda for a GAMES+museums event discussing the history and trends of games in museums. The agenda includes introductions, overviews of notable exhibitions and events, and panels on curation, integrating games into exhibits, and wrap-up. Biographies are provided for three organizers and the agenda lists several past and current museum exhibitions focusing on video games and their increasing presence and recognition in art institutions. Emerging technologies like augmented reality, RFID, and mobile are discussed for their potential to enhance museum experiences. Types of play-focused installations like playgrounds and game installations are also outlined.
The document provides a history of video games from their origins in the 1940s to their mainstream popularity in the 1970s and 1980s. It lists common game types such as simulation, action, adventure, role-playing, fighting, strategy, and puzzle games. The top three highest grossing video games are identified as World of Warcraft, Call of Duty: Black Ops, and Mario Kart for Wii. Popular game consoles including the Xbox 360, PlayStation 2, and Wii are also listed.
This document discusses the current state of digital game preservation and analyzes questions around preserving digital games as cultural artifacts. It covers early efforts by theorists to understand what games reveal about society, challenges around preservation like intellectual property issues, and some initiatives underway like the KEEP Project and museums' efforts. However, it notes preservation work has been limited and a more coordinated approach is still needed to properly preserve the history of digital games.
1. The document outlines the generations of video game consoles from the 1970s to present day, noting important consoles, games, and innovations within each generation.
2. Key generations included the introduction of Atari and Nintendo consoles in the 1970s-80s, the rise of the Super Nintendo and Sega Genesis in the 4th generation, and the increased complexity and popularity of 3D games with the PlayStation, Nintendo 64, and Dreamcast in the 5th generation.
3. Recent generations saw the release of motion controlled consoles like the Wii and sophisticated portable devices like the Nintendo DS, as well as highly popular franchises including Halo, Grand Theft Auto, and Call of Duty across
Get Your Game On: Gaming at the LibraryBeth Gallaway
This document summarizes a presentation about gaming programs at libraries. It discusses defining games and their benefits for libraries. Ways to serve gamers include reader's advisory, acting as a strategy guide, embracing gaming culture, and trying games. Successful gaming programs involve research, marketing, variety, play opportunities, and evaluation. Examples are provided of model gaming programs at different libraries.
The document is a presentation about gaming programs at libraries. It discusses why libraries should offer gaming, how to create gaming experiences for patrons, popular games and gaming devices, and examples of successful gaming programs at other libraries. It provides guidance on collection development, programming, and next steps for starting a gaming program.
Is it In the Game? reconsidering game spaces, definitions, theming & sports v...Garry Crawford
This document discusses defining and understanding sports videogames. It begins by outlining an approach to studying sports videogames that considers them as located within wider social contexts, drawing on theories of play spaces. It then discusses how sports videogames employ theming of real sports venues and events. Finally, it argues that rather than focusing only on what is contained within the game, an analysis of sports videogames should consider what wider context the game is situated within.
The document discusses bringing video games to libraries. It provides an overview of video games, their components, and popular platforms. It argues that games are a new format like books that build skills for teens. The document recommends libraries think like gamers, research gaming culture, host gaming programs and circulate video games to better serve gamer patrons. It provides examples of successful gaming programs in libraries and statistics on gaming participation and libraries hosting gaming activities.
The document discusses the history and future of gaming. It describes the earliest games from 1947 that were played on CRT screens and the first graphical computer game from 1952. It then outlines Ralph Baer's important contributions to video games in the 1950s and 1960s. The document speculates about characteristics of future gaming platforms, predicting they will be social, affordable, customizable, and educational. It raises questions about when realistic gaming could become dangerous if violence and nudity are represented in an indistinguishable way from reality.
This document contains questions and answers from 5 rounds of a trivia game show:
Round 1 covers mixed topics including places, movies, science experiments and more. Round 2 focuses on business and brands. Round 3 includes more mixed topics like TV shows, films and famous Indians. Round 4 is about sports history. The final round includes identifying foods, sports teams, famous people and places in India.
The 1970s introduced the first video games. Pong, created by Ralph Baer and released in 1972, was one of the earliest and most influential video games. It was a simple two-player tennis game that introduced players to basic video game concepts like controls and scoring. Space Invaders, released in 1978, was another influential early video game. It was one of the first "shooter" games and helped drive the popularity of arcade gaming. These early 1970s games laid the foundation for the evolution of video games.
1. The document provides an overview of digital ethnography and discusses some of its key figures and approaches. It describes early ethnographic work by anthropologists like Malinowski, Mead, and Chagnon studying traditional communities offline.
2. It then discusses the shift to studying online communities and approaches like multi-sited ethnography. Examples mentioned include ethnographic studies of World of Warcraft and the Wreck-a-Movie filmmaking community.
3. The document outlines some of the tools and methods used for digital ethnography, both traditional ethnographic techniques adapted for online contexts as well as new tools that analyze digital traces, networks, and multimedia
This document provides a history of video games from 1962 to the present. It discusses the development of early games like Spacewar and Pong in the 1960s-1970s and the rise of arcade games and consoles in the following decades. Key events included the release of the Magnavox Odyssey home console in 1972, the Atari 2600 in 1977, and 5th generation 32-64 bit consoles from Nintendo, Sony, and Sega in the 1990s that began the "console wars". The conclusion notes that video games now feature more powerful processors, motion control, and other advanced technologies.
The document discusses using humble games to improve online learning. It references works from Jesper Juul and studies on MOOC completion rates and evidence-based practices in online learning. The author is asked about showing their game idea. They begin creating an online profile to explore problems related to administrative chartjunk and cognitive load theory. Keywords and concepts are suggested as ways to research the identified problems. The role of narrative, gameplay mechanics, and theoretical frameworks in game design are also discussed.
CFC Day 2 The game industry and game designEmma Westecott
This document discusses the history of digital games and game design. It covers the prehistory of games, the earliest digital games from the 1950s and 1960s, and the evolution of the commercial video game industry in the 1970s with games like Pong, Space Invaders, and the emergence of game genres. It also discusses game design elements including formal elements like players, objectives, rules, and resources, as well as dramatic and dynamic elements.
The Power Point presentation for my talk: "The Ethics of Computer Games", at Games: Design & Research Conference, Volda University College, Norway 3-4 June 2010.
http://www.hivolda.no/games
This document traces the history of major developments in video games from 1952 to 2010. It highlights some of the earliest computer games created in the 1950s, the release of iconic games like Pong in 1972, the launch of pioneering consoles like the Nintendo Entertainment System in 1986, and the introduction of motion control and 3D gaming in the 2000s. New technologies and platforms helped establish gaming as a mainstream form of entertainment over several decades.
This document discusses representations of gender and race in video games. It notes that early game development was dominated by white males, leading to stereotypical portrayals of women and minorities. While games have increasingly featured female characters, they are often depicted in sexualized or subordinate ways. The document outlines some positive changes in recent games that appeal more to female audiences but argues the industry remains conservative and further progress is still needed to make games more inclusive.
The document discusses how libraries can incorporate video games to better serve teenage patrons. It provides examples of successful gaming programs hosted by libraries, such as tournaments for games like Mario Kart and Guitar Hero. The document also discusses developing video game collections, circulating games, and using games to help with reader's advisory and connecting patrons to other materials.
David Hayward of Pixel-Lab gave this keynote on games culture at Under The Mask. Most images licensed by creative commons, link to credits on last slide.
This document discusses using video games for information literacy in libraries. It lists different types of library-oriented games such as puzzles, board games, adventure games, and role-playing games. It also discusses factors to consider for games like subject matter, duration, single or multiplayer, and whether they are for teaching or entertainment. Resources for gaming in libraries are provided, including books, websites, blogs, and organizations related to gaming.
This document outlines an agenda for a GAMES+museums event discussing the history and trends of games in museums. The agenda includes introductions, overviews of notable exhibitions and events, and panels on curation, integrating games into exhibits, and wrap-up. Biographies are provided for three organizers and the agenda lists several past and current museum exhibitions focusing on video games and their increasing presence and recognition in art institutions. Emerging technologies like augmented reality, RFID, and mobile are discussed for their potential to enhance museum experiences. Types of play-focused installations like playgrounds and game installations are also outlined.
The document provides a history of video games from their origins in the 1940s to their mainstream popularity in the 1970s and 1980s. It lists common game types such as simulation, action, adventure, role-playing, fighting, strategy, and puzzle games. The top three highest grossing video games are identified as World of Warcraft, Call of Duty: Black Ops, and Mario Kart for Wii. Popular game consoles including the Xbox 360, PlayStation 2, and Wii are also listed.
This document discusses the current state of digital game preservation and analyzes questions around preserving digital games as cultural artifacts. It covers early efforts by theorists to understand what games reveal about society, challenges around preservation like intellectual property issues, and some initiatives underway like the KEEP Project and museums' efforts. However, it notes preservation work has been limited and a more coordinated approach is still needed to properly preserve the history of digital games.
1. The document outlines the generations of video game consoles from the 1970s to present day, noting important consoles, games, and innovations within each generation.
2. Key generations included the introduction of Atari and Nintendo consoles in the 1970s-80s, the rise of the Super Nintendo and Sega Genesis in the 4th generation, and the increased complexity and popularity of 3D games with the PlayStation, Nintendo 64, and Dreamcast in the 5th generation.
3. Recent generations saw the release of motion controlled consoles like the Wii and sophisticated portable devices like the Nintendo DS, as well as highly popular franchises including Halo, Grand Theft Auto, and Call of Duty across
Get Your Game On: Gaming at the LibraryBeth Gallaway
This document summarizes a presentation about gaming programs at libraries. It discusses defining games and their benefits for libraries. Ways to serve gamers include reader's advisory, acting as a strategy guide, embracing gaming culture, and trying games. Successful gaming programs involve research, marketing, variety, play opportunities, and evaluation. Examples are provided of model gaming programs at different libraries.
The document is a presentation about gaming programs at libraries. It discusses why libraries should offer gaming, how to create gaming experiences for patrons, popular games and gaming devices, and examples of successful gaming programs at other libraries. It provides guidance on collection development, programming, and next steps for starting a gaming program.
Is it In the Game? reconsidering game spaces, definitions, theming & sports v...Garry Crawford
This document discusses defining and understanding sports videogames. It begins by outlining an approach to studying sports videogames that considers them as located within wider social contexts, drawing on theories of play spaces. It then discusses how sports videogames employ theming of real sports venues and events. Finally, it argues that rather than focusing only on what is contained within the game, an analysis of sports videogames should consider what wider context the game is situated within.
The document discusses bringing video games to libraries. It provides an overview of video games, their components, and popular platforms. It argues that games are a new format like books that build skills for teens. The document recommends libraries think like gamers, research gaming culture, host gaming programs and circulate video games to better serve gamer patrons. It provides examples of successful gaming programs in libraries and statistics on gaming participation and libraries hosting gaming activities.
The document discusses the history and future of gaming. It describes the earliest games from 1947 that were played on CRT screens and the first graphical computer game from 1952. It then outlines Ralph Baer's important contributions to video games in the 1950s and 1960s. The document speculates about characteristics of future gaming platforms, predicting they will be social, affordable, customizable, and educational. It raises questions about when realistic gaming could become dangerous if violence and nudity are represented in an indistinguishable way from reality.
This document contains questions and answers from 5 rounds of a trivia game show:
Round 1 covers mixed topics including places, movies, science experiments and more. Round 2 focuses on business and brands. Round 3 includes more mixed topics like TV shows, films and famous Indians. Round 4 is about sports history. The final round includes identifying foods, sports teams, famous people and places in India.
The 1970s introduced the first video games. Pong, created by Ralph Baer and released in 1972, was one of the earliest and most influential video games. It was a simple two-player tennis game that introduced players to basic video game concepts like controls and scoring. Space Invaders, released in 1978, was another influential early video game. It was one of the first "shooter" games and helped drive the popularity of arcade gaming. These early 1970s games laid the foundation for the evolution of video games.
1. The document provides an overview of digital ethnography and discusses some of its key figures and approaches. It describes early ethnographic work by anthropologists like Malinowski, Mead, and Chagnon studying traditional communities offline.
2. It then discusses the shift to studying online communities and approaches like multi-sited ethnography. Examples mentioned include ethnographic studies of World of Warcraft and the Wreck-a-Movie filmmaking community.
3. The document outlines some of the tools and methods used for digital ethnography, both traditional ethnographic techniques adapted for online contexts as well as new tools that analyze digital traces, networks, and multimedia
This document provides a history of video games from 1962 to the present. It discusses the development of early games like Spacewar and Pong in the 1960s-1970s and the rise of arcade games and consoles in the following decades. Key events included the release of the Magnavox Odyssey home console in 1972, the Atari 2600 in 1977, and 5th generation 32-64 bit consoles from Nintendo, Sony, and Sega in the 1990s that began the "console wars". The conclusion notes that video games now feature more powerful processors, motion control, and other advanced technologies.
The document discusses using humble games to improve online learning. It references works from Jesper Juul and studies on MOOC completion rates and evidence-based practices in online learning. The author is asked about showing their game idea. They begin creating an online profile to explore problems related to administrative chartjunk and cognitive load theory. Keywords and concepts are suggested as ways to research the identified problems. The role of narrative, gameplay mechanics, and theoretical frameworks in game design are also discussed.
CFC Day 2 The game industry and game designEmma Westecott
This document discusses the history of digital games and game design. It covers the prehistory of games, the earliest digital games from the 1950s and 1960s, and the evolution of the commercial video game industry in the 1970s with games like Pong, Space Invaders, and the emergence of game genres. It also discusses game design elements including formal elements like players, objectives, rules, and resources, as well as dramatic and dynamic elements.
The Power Point presentation for my talk: "The Ethics of Computer Games", at Games: Design & Research Conference, Volda University College, Norway 3-4 June 2010.
http://www.hivolda.no/games
This document traces the history of major developments in video games from 1952 to 2010. It highlights some of the earliest computer games created in the 1950s, the release of iconic games like Pong in 1972, the launch of pioneering consoles like the Nintendo Entertainment System in 1986, and the introduction of motion control and 3D gaming in the 2000s. New technologies and platforms helped establish gaming as a mainstream form of entertainment over several decades.
This document discusses representations of gender and race in video games. It notes that early game development was dominated by white males, leading to stereotypical portrayals of women and minorities. While games have increasingly featured female characters, they are often depicted in sexualized or subordinate ways. The document outlines some positive changes in recent games that appeal more to female audiences but argues the industry remains conservative and further progress is still needed to make games more inclusive.
The document discusses how libraries can incorporate video games to better serve teenage patrons. It provides examples of successful gaming programs hosted by libraries, such as tournaments for games like Mario Kart and Guitar Hero. The document also discusses developing video game collections, circulating games, and using games to help with reader's advisory and connecting patrons to other materials.
David Hayward of Pixel-Lab gave this keynote on games culture at Under The Mask. Most images licensed by creative commons, link to credits on last slide.
This document discusses using video games for information literacy in libraries. It lists different types of library-oriented games such as puzzles, board games, adventure games, and role-playing games. It also discusses factors to consider for games like subject matter, duration, single or multiplayer, and whether they are for teaching or entertainment. Resources for gaming in libraries are provided, including books, websites, blogs, and organizations related to gaming.
This document discusses using video games for information literacy in libraries. It lists different types of library video games such as educational puzzles, interactive adventures, role playing games, and side scrollers. It also discusses whether games should be web-based or installed, have long or short play times, focus on role play or random activities, use text or graphics, be made in-house or outsourced, and focus on subject matter or general library information. Resources for gaming in libraries and gaming information are also listed.
The document discusses the history of video games and how libraries are using gaming to engage patrons and teach information literacy skills. It provides a brief overview of the progression of gaming from the 1950s to present day and notes that the average age of gamers spans all age groups. Libraries are pursuing gaming initiatives as outreach, to bring in community members, and to provide staff development and instruction opportunities. Examples of library gaming programs and resources for further information are also listed.
The document discusses how gaming can benefit special libraries. It provides examples of how massively multiplayer online roleplaying games (MMORPGs) like World of Warcraft and Guild Wars encourage teamwork, communication, and social skills through collaboration. These skills are valuable for businesses. Additionally, the document outlines how games can provide stress relief similar to meditation and help develop skills like hand-eye coordination, problem-solving, and fine motor skills.
John Fudrow is interested in Web 2.0, library technology, social tagging, webware, and gaming. He discusses using new media like Flickr, Facebook, videos and presentations to broadcast and share information easily with others. Fudrow also talks about using social networking sites like Facebook, which has over 37 million users worldwide and over 47 billion page views per month, as a way to find audiences and allow for two-way communication and sharing between users. He proposes using collaborative tools like LibGuides that integrate dynamic media like RSS feeds, videos and scripts to easily edit, share and listen to audiences.
John Fudrow is interested in Web 2.0, library technology, social tagging, webware, and gaming. He discusses using dynamic media like RSS feeds, video, scripts, polls and rated links to create collaborative information resources through platforms like LibGuides that can be easily edited and shared. Fudrow also explores linking platforms like Splashcast and Facebook to allow libraries to broadcast information and listen to their audiences through two-way communication.
The document explains how to find your Carnegie Mellon ID number and PIN for using library services like renewing books or requesting items. A student's ID number is the 9-digit number found on their Carnegie Mellon ID card, while their PIN is the last 4 digits of that ID number. Students need their ID number or PIN to manage their library account, renew checked out items, or use interlibrary loan services. If they have trouble finding this information, they can contact the circulation or reference desk for help.
The Evolution and Impact of Tom Cruise Long Hairgreendigital
Tom Cruise is one of Hollywood's most iconic figures, known for his versatility, charisma, and dedication to his craft. Over the decades, his appearance has been almost as dynamic as his filmography, with one aspect often drawing significant attention: his hair. In particular, Tom Cruise long hair has become a defining feature in various phases of his career. symbolizing different roles and adding layers to his on-screen characters. This article delves into the evolution of Tom Cruise long hair, its impact on his roles. and its influence on popular culture.
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Introduction
Tom Cruise long hair has often been more than a style choice. it has been a significant element of his persona both on and off the screen. From the tousled locks of the rebellious Maverick in "Top Gun" to the sleek, sophisticated mane in "Mission: Impossible II." Cruise's hair has played a pivotal role in shaping his image and the characters he portrays. This article explores the various stages of Tom Cruise long hair. Examining how this iconic look has evolved and influenced his career and broader fashion trends.
Early Days: The Emergence of a Style Icon
The 1980s: The Birth of a Star
In the early stages of his career during the 1980s, Tom Cruise sported a range of hairstyles. but in "Top Gun" (1986), his hair began to gain significant attention. Though not long by later standards, his hair in this film was longer than the military crew cuts associated with fighter pilots. adding a rebellious edge to his character, Pete "Maverick" Mitchell.
Risky Business: The Transition Begins
In "Risky Business" (1983). Tom Cruise's hair was short but longer than the clean-cut styles dominant at the time. This look complemented his role as a high school student stepping into adulthood. embodying a sense of youthful freedom and experimentation. It was a precursor to the more dramatic hair transformations in his career.
The 1990s: Experimentation and Iconic Roles
Far and Away: Embracing Length
One of the first films in which Tom Cruise embraced long hair was "Far and Away" (1992). Playing the role of Joseph. an Irish immigrant in 1890s America, Cruise's long, hair added authenticity to his character's rugged and determined persona. This look was a stark departure from his earlier. more polished styles and marked the beginning of a more adventurous phase in his hairstyle choices.
Interview with the Vampire: Gothic Elegance
In "Interview with the Vampire" (1994). Tom Cruise long hair reached new lengths of sophistication and elegance. Portraying the vampire Lestat. Cruise's flowing blonde locks were integral to the character's ethereal and timeless allure. This hairstyle not only suited the gothic aesthetic of the film but also showcased Cruise's ability to transform his appearance for a role.
Mission: Impossible II: The Pinnacle of Long Hair
One of the most memorable instances of Tom Cruise long hair came in "Mission: Impossible II" (2000). His character, Ethan
Tom Cruise Daughter: An Insight into the Life of Suri Cruisegreendigital
Tom Cruise is a name that resonates with global audiences for his iconic roles in blockbuster films and his dynamic presence in Hollywood. But, beyond his illustrious career, Tom Cruise's personal life. especially his relationship with his daughter has been a subject of public fascination and media scrutiny. This article delves deep into the life of Tom Cruise daughter, Suri Cruise. Exploring her upbringing, the influence of her parents, and her current life.
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Introduction: The Fame Surrounding Tom Cruise Daughter
Suri Cruise, the daughter of Tom Cruise and Katie Holmes, has been in the public eye since her birth on April 18, 2006. Thanks to the media's relentless coverage, the world watched her grow up. As the daughter of one of Hollywood's most renowned actors. Suri has had a unique upbringing marked by privilege and scrutiny. This article aims to provide a comprehensive overview of Suri Cruise's life. Her relationship with her parents, and her journey so far.
Early Life of Tom Cruise Daughter
Birth and Immediate Fame
Suri Cruise was born in Santa Monica, California. and from the moment she came into the world, she was thrust into the limelight. Her parents, Tom Cruise and Katie Holmes. Were one of Hollywood's most talked-about couples at the time. The birth of their daughter was a anticipated event. and Suri's first public appearance in Vanity Fair magazine set the tone for her life in the public eye.
The Impact of Celebrity Parents
Having celebrity parents like Tom Cruise and Katie Holmes comes with its own set of challenges and privileges. Suri Cruise's early life marked by a whirlwind of media attention. paparazzi, and public interest. Despite the constant spotlight. Her parents tried to provide her with an upbringing that was as normal as possible.
The Influence of Tom Cruise and Katie Holmes
Tom Cruise's Parenting Style
Tom Cruise known for his dedication and passion in both his professional and personal life. As a father, Cruise has described as loving and protective. His involvement in the Church of Scientology, but, has been a point of contention and has influenced his relationship with Suri. Cruise's commitment to Scientology has reported to be a significant factor in his and Holmes' divorce and his limited public interactions with Suri.
Katie Holmes' Role in Suri's Life
Katie Holmes has been Suri's primary caregiver since her separation from Tom Cruise in 2012. Holmes has provided a stable and grounded environment for her daughter. She moved to New York City with Suri to start a new chapter in their lives away from the intense scrutiny of Hollywood.
Suri Cruise: Growing Up in the Spotlight
Media Attention and Public Interest
From stylish outfits to everyday activities. Suri Cruise has been a favorite subject for tabloids and entertainment news. The constant media attention has shaped her childhood. Despite this, Suri has managed to maintain a level of normalcy, thanks to her mother's efforts.
Unlocking the Secrets of IPTV App Development_ A Comprehensive Guide.pdfWHMCS Smarters
With IPTV apps, you can access and stream live TV, on-demand movies, series, and other content you like online. Viewers have more flexibility and customization of content to watch. To develop the best IPTV app that functions, you must combine creative problem-solving skills and technical knowledge. This post will look into the details of IPTV app development, so keep reading to learn more.
How OTT Players Are Transforming Our TV Viewing Experience.pdfGenny Knight
The advent of Over-The-Top (OTT) players has brought a seismic shift in the television industry, transforming how we consume media. These digital platforms, which deliver content directly over the internet, have outpaced traditional cable and satellite television, offering unparalleled convenience, variety, and personalization. Here’s an in-depth look at how OTT players are revolutionizing the TV viewing experience.
You know you're an adult when every check-up gets you down. View What Going to the Doctor is Like as an Adult and more funny posts on salty vixen stories & more-saltyvixenstories.com
The Midnight Sculptor.pdf writer by Ali alsiadali345alghlay
The city of Ravens burg was known for its gothic architecture, fog-covered streets, and an eerie silence that seemed to hang over the town like a shroud.
Taylor Swift: Conquering Fame, Feuds, and Unmatched Success | CIO Women MagazineCIOWomenMagazine
From country star to global phenomenon, delve into Taylor Swift's incredible journey. Explore chart-topping hits, feuds, & her rise to billionaire status!
Audio Video equipment supplier in Gurgaondemoacsindia
Explore our website for the latest audio visual equipment. From projectors to
speakers, we have everything you need to elevate your audio and visual setup.
Leading audio visual equipment supplier in Gurgaon offering a wide range of
high-quality products for all your audio and visual needs.
Enhance Your Viewing Experience with Gold IPTV- Tips and Tricks for 2024.pdfXtreame HDTV
In the ever-evolving landscape of digital entertainment, IPTV (Internet Protocol Television) has emerged as a popular alternative to traditional cable and satellite TV services. Offering unparalleled flexibility, a vast selection of channels, and affordability, IPTV services like Gold IPTV have revolutionized the way we consume television content. This comprehensive guide will delve into everything you need to know about Gold IPTV, its features, benefits, setup process, and how it can enhance your viewing experience.
The cats, Sunny and Rishi, are brothers who live with their sister, Jessica, and their grandmother, Susie. They work as cleaners but wish to seek other kinds of employment that are better than their current jobs. New career adventures await Sunny and Rishi!
19. Questions? Harris, Amy, and Scott E. Rice. Gaming in Academic Libraries: Collections, Marketing, and Information Literacy . Chicago: Association of College and Research Libraries, 2008.
20. Quarantined: Axl Wise and the Information Outbreak http://gaming.techsource.ala.org/images/e/ec/Quarantined_techsource.pdf Hard Play at UCalgary http://www.ucalgary.ca/hardplay/ IL Game at UNC http://library.uncg.edu/game/ Library Arcade http://www.library.cmu.edu/Libraries/etc/index.html Library Game Links
21. Library Game Blogs Library Games http://librarygames.blogspot.com/ LibGaming http://libgaming.blogspot.com/ Research Quest http://researchquest.blogspot.com/ ALA Techsource http://gaming.techsource.ala.org/
22. Resources & Game Info Entertainment Software Association http://www.theesa.com/ Gaming Bibliography http://www.refworks.com/refshare?site=045671184310000000/RWWS6A1113260/gaming%20in%20libraries Worldcat.org List http://www.worldcat.org/profiles/johnfudrow/lists/42713 History of Video Gaming http://en.wikipedia.org/wiki/History_of_video_games
Editor's Notes
Mnay of you may be wondering just why we are talking about gaming in a library. Not about using the public computers to host LAN parties, but rather to explore how gaming can be used to our advantage.