"The Game of Game of Thrones. The Transmedial World of A Song of Ice and Fire and Its Video Game Adaptations". Presentation at the Winter School "Transmedial Worlds in Convergent Media Culture", February 24-28, 2014, University of Tuebingen.
Shall We Play a Game? Gaming the System, When the System Is Your Learning Man...Nikki Massaro Kauffman
This session will provide an overview of the world of games and discuss how we envision the adaptation of specific elements in the educational interface. What is it about games that engages and motivates players, and how can we apply this interest to increase learning success in online? We’ll also consider the future of games, and how this developing technology might level up learning as well.
The 50 games every game designer should playPaul Peterson
The document lists 50 games that every game designer should play and examines aspects of each game's design. It discusses lessons that can be learned from the games' mechanics, pacing, social elements, adaptations to different platforms, and other design aspects. The goal is for game designers to deconstruct the games, think critically about their design choices, and apply lessons to improving their own designs.
Keynote lecture notes for the University of Cincinnati, "Focus on German Studies" Conference, November 9th, 2013. Features a discussion of polyphony, conflicts and ambiguous heterogeneity in cultural texts and in cultural identities, concludes with an example of transmedial storyworld design from "LEGO the Lord of the Rings" video game.
The document summarizes an interview with the director and producer of Monster Hunter World. In the interview, they discuss that while Monster Hunter World may not have the most monsters total compared to previous games, it has a large roster. They highlight the very challenging Nergigante monster. They also discuss the largest monster, Zorah Magdaros, and fun armor abilities like those provided by Tobi-Kadachi. The director's favorite map is the Coral Highlands from Monster Hunter World.
Slides for a workshop on game design for storytellers. narrative not as core, but as one of the useful components. We explore the game universe, give a short intro to game design, explore the different meaning of narrative in / on / form games, and then try a game design exercise.
This quiz document tests knowledge of characters, events and details from the Game of Thrones TV show and book series. It contains 27 multiple choice questions testing a range of information including character names, plot details, locations and quotes. The questions cover topics like major deaths, descriptions of characters, battle sites, in-universe languages and nicknames various characters have given each other.
This document contains a 14 question quiz about the HBO series Game of Thrones. It includes questions that test knowledge of actors who appeared in both Harry Potter and Game of Thrones, house mottos, symbols seen in the opening credits, character mentions, and terms coined to describe scenes in the show. The quiz also explains details about names given to bastards in Westeros and marriage rites in the Faith of the Seven.
Shall We Play a Game? Gaming the System, When the System Is Your Learning Man...Nikki Massaro Kauffman
This session will provide an overview of the world of games and discuss how we envision the adaptation of specific elements in the educational interface. What is it about games that engages and motivates players, and how can we apply this interest to increase learning success in online? We’ll also consider the future of games, and how this developing technology might level up learning as well.
The 50 games every game designer should playPaul Peterson
The document lists 50 games that every game designer should play and examines aspects of each game's design. It discusses lessons that can be learned from the games' mechanics, pacing, social elements, adaptations to different platforms, and other design aspects. The goal is for game designers to deconstruct the games, think critically about their design choices, and apply lessons to improving their own designs.
Keynote lecture notes for the University of Cincinnati, "Focus on German Studies" Conference, November 9th, 2013. Features a discussion of polyphony, conflicts and ambiguous heterogeneity in cultural texts and in cultural identities, concludes with an example of transmedial storyworld design from "LEGO the Lord of the Rings" video game.
The document summarizes an interview with the director and producer of Monster Hunter World. In the interview, they discuss that while Monster Hunter World may not have the most monsters total compared to previous games, it has a large roster. They highlight the very challenging Nergigante monster. They also discuss the largest monster, Zorah Magdaros, and fun armor abilities like those provided by Tobi-Kadachi. The director's favorite map is the Coral Highlands from Monster Hunter World.
Slides for a workshop on game design for storytellers. narrative not as core, but as one of the useful components. We explore the game universe, give a short intro to game design, explore the different meaning of narrative in / on / form games, and then try a game design exercise.
This quiz document tests knowledge of characters, events and details from the Game of Thrones TV show and book series. It contains 27 multiple choice questions testing a range of information including character names, plot details, locations and quotes. The questions cover topics like major deaths, descriptions of characters, battle sites, in-universe languages and nicknames various characters have given each other.
This document contains a 14 question quiz about the HBO series Game of Thrones. It includes questions that test knowledge of actors who appeared in both Harry Potter and Game of Thrones, house mottos, symbols seen in the opening credits, character mentions, and terms coined to describe scenes in the show. The quiz also explains details about names given to bastards in Westeros and marriage rites in the Faith of the Seven.
This document contains 5 questions and their answers about the A Song of Ice and Fire (Game of Thrones) universe. It tests knowledge on quotes by Gregor Clegane, the missing god in the Faith of the Seven, the metal Valyrian steel is made from, who betrays Ned Stark in court, and the title of the first book in the A Song of Ice and Fire series.
This document contains 5 multiple choice questions from the website Quizot.com across topics such as literature, history, and science. It provides the questions and asks the reader to respond with their answers via Facebook or email. It promotes Quizot.com as a source for thousands of questions on various topics.
Este resumen describe el primer libro de la serie Canción de Hielo y Fuego de George R. R. Martin, Juego de Tronos. La historia se desarrolla principalmente en el continente fantástico de Westeros y sigue las historias entrelazadas de varias familias nobles que luchan por el control del Trono de Hierro. Eddard Stark acepta el puesto de Mano del Rey y viaja al sur, mientras que al norte del Muro se descubren criaturas sobrenaturales y Daenerys Targaryen planea recuperar el
Game of Thrones is a fantasy novel by George R.R. Martin published in 1996 that won the Locus Award. It was later adapted into a popular TV series. The story follows three main plotlines simultaneously: the civil war among noble families for control of the Seven Kingdoms; events on the Wall where the Night's Watch guards against threats from beyond; and Daenerys Targaryen's exile in Pentos as she aims to claim the Iron Throne. The story features several point-of-view characters including members of the Stark and Lannister families. The novel and TV series were both critically and commercially successful, receiving numerous awards and nominations.
Game of Thrones is an hour-long fantasy drama television show produced by HBO. It has a large ensemble cast and multiple interweaving storylines that are advanced over the course of 10-episode seasons. The show is based on the bestselling book series A Song of Ice and Fire and takes place in a medieval fantasy world involving noble families vying for control of the Iron Throne, magic, and dragons.
The One with The Questions - The Friends QuizTamal Dutta
Qilluminati (Baneswar, Apratim, Sayantan and myself) hosted the Friends Quiz at Friends Cafe on July 8th, 2016.
16 teams participated as the registrations were restricted due to lack of space.
When run again at TCS Sahyadri Park, the event saw 150+ teams.
Game of Thrones is a medieval fantasy television series based on the A Song of Ice and Fire novels. It chronicles the power struggle among noble families for control of the Seven Kingdoms of Westeros. The series opens with House Stark ruling the North from Winterfell, but their patriarch Ned Stark is betrayed and executed, starting a civil war known as the War of the Five Kings between Stark allies and the Lannisters. Key characters include members of the noble families Stark, Lannister, Targaryen, and Dothraki warlord Khal Drogo, who marries Daenerys Targaryen.
Game of Thrones is a popular TV show based on the book series A Song of Ice and Fire. The show features White Walkers, wights, and the character Samwell Tarly. One memorable scene from the show was the Battle of Blackwater Bay, where wildfire was used to destroy ships in a dramatic explosion.
Scaling agility is a challenge with many aspects. With scaling agility we have to leave the happy kingdom of development and have to stand more or less exhausting battles with organizational change, communication in all areas of the value chain from marketing over product management to operation.
Unluckily there is an additional and unneeded world of war as well – and we, the agile community are the cause and delivering the weapons. These are the different frameworks and approaches out there on the market about how to scale. Just to throw some names in: Agility Path, SAFe, DAD, Less, the-new-deal – and I am sure you will find more when surfing through sources on the internet.
This is a game of thrones. Unluckily for the organization that strive to improve this is unsettling, a source of doubt and a crowd of smart consultants as a white guard.
Is there a chance for the never-ending summer or is winter coming?
The preliminary of the Fandom Quiz done as part of IIT Madras' LitSoc 2015. Apologies for question 20, it has been repeated. The quiz contains questions from Game of Thrones, Lord of the Rings and Harry Potter.
The document outlines a promotional campaign for the television show Game of Thrones. The target audience is 24-44 year olds who are educated, technology dependent and mobile. The campaign will use advertising, social media, public relations and direct marketing. It provides details on the timing and placement of different advertising methods, social media activations, and public relations events. It also discusses the pricing strategy, distribution channels, and how the success of the campaign will be measured using various online and offline analytics tools.
This presentation summarizes key leadership lessons that can be learned from characters in the TV show Game of Thrones. It outlines 8 leadership qualities exhibited by characters like Tyrion Lannister, Robb Stark, and Daenerys Targaryen, including paying your debts, keeping promises, valuing information over gold, knowing power comes from knowledge, adapting to changing situations, standing firm in convictions, knowing your self-worth, and empowering your staff. The presentation provides examples from the show and concludes with a bibliography.
The document provides questions for a Friends trivia game with multiple rounds. The first round includes 25 questions testing players' knowledge of characters, plot points, and references from the show. A second rapid-fire round has players choose between categories for Rachel, Ross, Chandler, Monica, Joey, or Phoebe. A third round involves abstract clues about Friends events and requiring impersonations before answering. The game aims to eliminate two teams and tests extensive familiarity with the long-running sitcom Friends.
Lessons in Persuasive Language from The Game of ThronesThe Hoffman Agency
The document discusses Tyrion's persuasive speech to Daenerys in Game of Thrones, comparing it to speeches by Winston Churchill and Jerry Maguire. It notes that Tyrion's speech was effective without slides or props, relying solely on his words and delivery. The document suggests that while tools like PowerPoint are useful, the most persuasive presentations are often given by a speaker alone on stage expressing their viewpoint with conviction.
Game of Thrones is a HBO television show based on the A Song of Ice and Fire book series by George R.R. Martin. It features an ensemble cast and multiple complex storylines involving various families battling for control of the Iron Throne. Each episode runs between 45-50 minutes and advances the overarching serial narrative. The show uses themes of politics, warfare, and sex to create an atmosphere of suspense and tension blended with comedic elements. It is set in the medieval fantasy world of Westeros and filmed in various locations to represent different settings.
The TV Series Quiz was conducted by QMs Anubhav Srivastava and Abhishek Sinha of XQuizzite at Xavier Institute of Management, Bhubaneswar on December 1st, 2014.
This document outlines the structure and questions for 5 rounds of a trivia quiz. Round 1 is questions and answers on various topics. Round 2 involves identifying people or images. Round 3 connects clues to answers. Round 4 features fictional characters and stories. Round 5 closes with additional questions and answers on historical events, films, sports, and world leaders. The quiz covers topics in history, pop culture, literature, science, and current events.
Transmedia Storytelling and Alternate Reality GamesJeff Watson
A primer for non-specialist audiences on the subject of Alternate Reality Games. Includes brief survey of prior art, diagrams illustrating the nature of networked fictions, and references to key scholars/innovators.
Med122 digital games: narrative and playRob Jewitt
This document discusses debates around how digital games are understood and analyzed. It outlines the narratology and ludology approaches, where narratology focuses on games as storytelling media and ludology emphasizes games as systems of rules and player interaction. The document also discusses how games combine both narrative elements and principles of play, challenging the notion that these are mutually exclusive. It provides examples of games studied through each lens and debates around player agency, character design, and the relationship between gameplay and narrative.
This document contains 5 questions and their answers about the A Song of Ice and Fire (Game of Thrones) universe. It tests knowledge on quotes by Gregor Clegane, the missing god in the Faith of the Seven, the metal Valyrian steel is made from, who betrays Ned Stark in court, and the title of the first book in the A Song of Ice and Fire series.
This document contains 5 multiple choice questions from the website Quizot.com across topics such as literature, history, and science. It provides the questions and asks the reader to respond with their answers via Facebook or email. It promotes Quizot.com as a source for thousands of questions on various topics.
Este resumen describe el primer libro de la serie Canción de Hielo y Fuego de George R. R. Martin, Juego de Tronos. La historia se desarrolla principalmente en el continente fantástico de Westeros y sigue las historias entrelazadas de varias familias nobles que luchan por el control del Trono de Hierro. Eddard Stark acepta el puesto de Mano del Rey y viaja al sur, mientras que al norte del Muro se descubren criaturas sobrenaturales y Daenerys Targaryen planea recuperar el
Game of Thrones is a fantasy novel by George R.R. Martin published in 1996 that won the Locus Award. It was later adapted into a popular TV series. The story follows three main plotlines simultaneously: the civil war among noble families for control of the Seven Kingdoms; events on the Wall where the Night's Watch guards against threats from beyond; and Daenerys Targaryen's exile in Pentos as she aims to claim the Iron Throne. The story features several point-of-view characters including members of the Stark and Lannister families. The novel and TV series were both critically and commercially successful, receiving numerous awards and nominations.
Game of Thrones is an hour-long fantasy drama television show produced by HBO. It has a large ensemble cast and multiple interweaving storylines that are advanced over the course of 10-episode seasons. The show is based on the bestselling book series A Song of Ice and Fire and takes place in a medieval fantasy world involving noble families vying for control of the Iron Throne, magic, and dragons.
The One with The Questions - The Friends QuizTamal Dutta
Qilluminati (Baneswar, Apratim, Sayantan and myself) hosted the Friends Quiz at Friends Cafe on July 8th, 2016.
16 teams participated as the registrations were restricted due to lack of space.
When run again at TCS Sahyadri Park, the event saw 150+ teams.
Game of Thrones is a medieval fantasy television series based on the A Song of Ice and Fire novels. It chronicles the power struggle among noble families for control of the Seven Kingdoms of Westeros. The series opens with House Stark ruling the North from Winterfell, but their patriarch Ned Stark is betrayed and executed, starting a civil war known as the War of the Five Kings between Stark allies and the Lannisters. Key characters include members of the noble families Stark, Lannister, Targaryen, and Dothraki warlord Khal Drogo, who marries Daenerys Targaryen.
Game of Thrones is a popular TV show based on the book series A Song of Ice and Fire. The show features White Walkers, wights, and the character Samwell Tarly. One memorable scene from the show was the Battle of Blackwater Bay, where wildfire was used to destroy ships in a dramatic explosion.
Scaling agility is a challenge with many aspects. With scaling agility we have to leave the happy kingdom of development and have to stand more or less exhausting battles with organizational change, communication in all areas of the value chain from marketing over product management to operation.
Unluckily there is an additional and unneeded world of war as well – and we, the agile community are the cause and delivering the weapons. These are the different frameworks and approaches out there on the market about how to scale. Just to throw some names in: Agility Path, SAFe, DAD, Less, the-new-deal – and I am sure you will find more when surfing through sources on the internet.
This is a game of thrones. Unluckily for the organization that strive to improve this is unsettling, a source of doubt and a crowd of smart consultants as a white guard.
Is there a chance for the never-ending summer or is winter coming?
The preliminary of the Fandom Quiz done as part of IIT Madras' LitSoc 2015. Apologies for question 20, it has been repeated. The quiz contains questions from Game of Thrones, Lord of the Rings and Harry Potter.
The document outlines a promotional campaign for the television show Game of Thrones. The target audience is 24-44 year olds who are educated, technology dependent and mobile. The campaign will use advertising, social media, public relations and direct marketing. It provides details on the timing and placement of different advertising methods, social media activations, and public relations events. It also discusses the pricing strategy, distribution channels, and how the success of the campaign will be measured using various online and offline analytics tools.
This presentation summarizes key leadership lessons that can be learned from characters in the TV show Game of Thrones. It outlines 8 leadership qualities exhibited by characters like Tyrion Lannister, Robb Stark, and Daenerys Targaryen, including paying your debts, keeping promises, valuing information over gold, knowing power comes from knowledge, adapting to changing situations, standing firm in convictions, knowing your self-worth, and empowering your staff. The presentation provides examples from the show and concludes with a bibliography.
The document provides questions for a Friends trivia game with multiple rounds. The first round includes 25 questions testing players' knowledge of characters, plot points, and references from the show. A second rapid-fire round has players choose between categories for Rachel, Ross, Chandler, Monica, Joey, or Phoebe. A third round involves abstract clues about Friends events and requiring impersonations before answering. The game aims to eliminate two teams and tests extensive familiarity with the long-running sitcom Friends.
Lessons in Persuasive Language from The Game of ThronesThe Hoffman Agency
The document discusses Tyrion's persuasive speech to Daenerys in Game of Thrones, comparing it to speeches by Winston Churchill and Jerry Maguire. It notes that Tyrion's speech was effective without slides or props, relying solely on his words and delivery. The document suggests that while tools like PowerPoint are useful, the most persuasive presentations are often given by a speaker alone on stage expressing their viewpoint with conviction.
Game of Thrones is a HBO television show based on the A Song of Ice and Fire book series by George R.R. Martin. It features an ensemble cast and multiple complex storylines involving various families battling for control of the Iron Throne. Each episode runs between 45-50 minutes and advances the overarching serial narrative. The show uses themes of politics, warfare, and sex to create an atmosphere of suspense and tension blended with comedic elements. It is set in the medieval fantasy world of Westeros and filmed in various locations to represent different settings.
The TV Series Quiz was conducted by QMs Anubhav Srivastava and Abhishek Sinha of XQuizzite at Xavier Institute of Management, Bhubaneswar on December 1st, 2014.
This document outlines the structure and questions for 5 rounds of a trivia quiz. Round 1 is questions and answers on various topics. Round 2 involves identifying people or images. Round 3 connects clues to answers. Round 4 features fictional characters and stories. Round 5 closes with additional questions and answers on historical events, films, sports, and world leaders. The quiz covers topics in history, pop culture, literature, science, and current events.
Transmedia Storytelling and Alternate Reality GamesJeff Watson
A primer for non-specialist audiences on the subject of Alternate Reality Games. Includes brief survey of prior art, diagrams illustrating the nature of networked fictions, and references to key scholars/innovators.
Med122 digital games: narrative and playRob Jewitt
This document discusses debates around how digital games are understood and analyzed. It outlines the narratology and ludology approaches, where narratology focuses on games as storytelling media and ludology emphasizes games as systems of rules and player interaction. The document also discusses how games combine both narrative elements and principles of play, challenging the notion that these are mutually exclusive. It provides examples of games studied through each lens and debates around player agency, character design, and the relationship between gameplay and narrative.
SHARP slides-final (adaptation in children's media - BBC cartoon and game)Claudio Pires Franco
This document discusses transmedia storytelling and the cross-media adaptation of stories across books, cartoons, and computer games. It uses the specific case study of the adaptation of the Muddle Earth book and cartoon series into a computer game. Key points discussed include how brand consistency is important but also requires transformation across media; how the game adapted the narrative and quest structure to match genre conventions; and how ongoing research seeks to better understand cross-media adaptations and involve audiences in co-creation.
This document discusses the concept of transmedia storytelling, which involves telling a story across multiple media platforms. It defines different levels of transmedia from "pushed media" to "experienced/bridged media". Examples like The Matrix, Pokemon, and Yu-Gi-Oh are analyzed as transmedia texts that use movies, television shows, comics, games, and other media to immerse audiences in fictional worlds and allow participation across platforms. The document concludes with discussion questions about how transmedia can be used aesthetically and as a marketing tool, as well as how new technologies are changing transmedia projects.
Murray analyzes the potential of digital environments for immersive storytelling in her book "Hamlet on The Holodeck". She discusses four essential properties of digital media - procedural, participatory, spatial and encyclopedic storytelling. Murray also examines how immersion and agency can be achieved through virtual world design, and argues these spaces may transform from places of gameplay to constructive collaborative environments for collective world-building.
The document discusses different perspectives on narratives in new media. It explores how databases, navigable virtual spaces, and interactivity relate to traditional narratives. Some theorists argue that new media requires new models like "ergodic literature" rather than traditional narratives. However, others believe that games can still tell stories by casting the player in a role. There is debate around whether new media is inherently non-narrative due to its interactive and spatial nature, or if narratives can still be constructed through new media forms.
Presentation for the Digital Communication and Culture program of the University of Sydney, based on Henry Jenkins\' (http://www.henryjenkins.org/) work.
"Overview and Conclusions" by Sherry Jones (August 16, 2014)Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 5 Lecture on "Overview and Conclusions." This is an overview lecture of major concepts and theories I have discussed during Weeks 1-4 lectures. Please see my previous slideshows for clarification of the ideas discussed in this slideshow.
Live Video Lecture - The live recorded youtube video of this lecture is included toward the end of this presentation.
Join the Metagame Book Club - We welcome all educators interested in gaming in education, game-based learning, gamification, and game studies to join the #Metagame Book Club.
#Metagame Book Club (July 15 - August 16, 2014)
http://bit.ly/metagamebookclub
Find us on various social media with the hashtag, #Metagame
This document discusses different types of spatial stories and environmental storytelling that can be used in video games. It describes four types of spatial stories: evoked narratives that reference known genres/stories; enacted narratives where players perform or witness story events; embedded narratives where the game space contains narrative information to reconstruct; and emergent narratives that provide resources for player storytelling. The document also discusses debates around whether environmental stories that require reconstructing fixed narratives from game spaces are truly interactive stories.
Cross media between gaming and storytellingValentina Rao
This document discusses cross media storytelling, which involves telling stories across multiple media platforms. It defines different types of convergence and discusses how stories can be told across new and old media. Cross media aims to move audiences from one medium to another and encourage participation. While cross media shares elements with gaming, its main goal is storytelling. Examples of cross media projects are provided that combine television, virtual worlds, games and other media to tell transmedia stories.
The document discusses various topics related to virtual reality and computer games including types of games, narrative experiences in games, and debates around whether games can be considered a form of art. It provides examples and references various scholars who have studied immersion, narratology, and the relationship between games and artistic expression.
This document discusses transmedia storytelling and different perspectives on what constitutes a transmedia story. It summarizes Henry Jenkins' definition of transmedia as a story structure that further develops the storyworld through different mediums. It also discusses views that transmedia engages audiences to enact story aspects in everyday life through merchandise, costumes, and games. While some see producer intent as key to transmedia, others argue viewer participation could also make unrelated events part of a transmedia story. The document questions if broader criteria than producer intent could define transmedia and explores examples like an influencer marketing box and serendipitous real-world events.
"Narrative and Gameplay in Game Design" by Sherry Jones (Apr. 4, 2013)Sherry Jones
I was invited by Games MOOC (http://gamesmooc.shivtr.com/) to discuss the following topic on a Youtube live webcast:
Games MOOC - Live Event - "Narrative and Gameplay in Game Design" (April 4, 2013, 7PM MST)
http://gamesmooc.shivtr.com/events/339755?event_instance_id=4800586
"Narratology and ludology are two theories that have divided scholars in game studies; the debate arises from determining which theory is most effective for game design. Sherry will address the "narratology vs. ludology" debate, as well as the current game design trend to marry narrative with gameplay. She will also cover the key elements of narration that can facilitate game progression."
April 4, 2013 - Youtube - "Narrative and Gameplay in Game Design"
http://youtu.be/U4Uktwwn42M
This slideshow is featured in the live webcast.
This document summarizes the key differences between video game narratives and Pacific narratives. It discusses how video game narratives are designed by creators to serve their purposes and messages, while Pacific narratives are communally shared through oral traditions to establish cultural and personal identities. Specifically, it notes that video game narratives are experienced individually through interactive gameplay on purchased platforms, whereas Pacific narratives involve group participation and performance to transmit intergenerational knowledge. The document argues that while video games can represent Pacific concepts like mana, they often romanticize or commodify Pacific cultures for Western audiences in ways that are detached from Pacific narratives' emphasis on community and identity.
This lecture looks at gamings wider cultures and games within culture. Video Games permiate our wider culture and do not stand alone. Video Games create a space of/for play but influence and are influenced by a wider culture. This lecture takes 3 case examples and examines the paratexts of Video Games. Games are not an island
The document discusses interactive stories and serious games for social interaction. It summarizes Jeroen Linssen's work on the Virtual Storyteller (VST), which generates stories through simulation of characters pursuing goals. VST allows for interactive stories where the player can influence the story. It also discusses using games to train social skills, with virtual characters representing theories of social interaction and providing feedback to support learning goals. Meta-techniques like "act breaks" are explored for reflecting on interactions and adapting difficulty levels.
The document explores the appeal of wasteland spaces to gamers and their link to game spaces more generally. It discusses wastelands as non-places, which are spaces defined by certain functions rather than organic social relations. It also examines the concept of any-space-whatever, a virtual and fragmented space with infinite possible configurations. The document considers whether video games can be considered non-places or any-space-whatevers due to their virtual and changeable environments.
Multimodal Metaphors and Game Character DesignFelix Schröter
This document discusses how video games use multimodal metaphors in game character design to integrate sensory experiences with meaning. It presents conceptual metaphor theory and argues that games employ structural and orientational metaphors through audiovisual design. Examples are given of how games metaphorically represent concepts like power, virtue and control through a character's motion, abilities and interactions within the game world.
"Game Studies und Psychoanalyse". Vortrag am 8. November 2014 auf dem Fortbildungstag "Virtuelle Welten und Soziale Medien" der Arbeitsgemeinschaft für integrative Psychoanalyse, Psychotherapie & Psychosomatik (APH), Hamburg.
'Just follow the meta, stupid!' Mathematische Spieltheorie und kompetitives M...Felix Schröter
"'Just follow the meta, stupid!' Mathematische Spieltheorie und kompetitives Multiplayer-Spiel". Vortrag am 28. September auf dem 4. Researching Games Barcamp, 27.-28. September 2014, Wiesbaden.
Awesome! Video Game Aesthetics and the Moment of AweFelix Schröter
"Awesome! Video Game Aesthetics and the Moment of Awe". Presentation at the 2014 SCSMI Annual Conference, June 11-14, 2014, Franklin & Marshall College, Lancaster, PA.
Affective Game Design. Stimmung, Affekt und das Vorbewusste beim VideospielenFelix Schröter
"Affective Game Design. Stimmung, Affekt und das Vorbewusste beim Videospielen". Vortrag am 28. September auf dem 3. Researching Games Barcamp, 28.-29. September 2013, Wiesbaden.
"I want to live!" Tech Demos für Videospielengines als AnimationskurzfilmeFelix Schröter
“I want to live. Tech Demos für Videospiel-Engines als Animations-Kurzfilme.” Vortrag am 16. November 2012 auf der Konferenz “In Bewegung setzen…” zur deutschsprachigen Animationsforschung vom 15.-17. November 2012, Hamburg.
Vortrag „Simulierte Spielfiguren und/oder/als mediale Menschenbilder.“ Vortrag am 18. Februar 2011 auf dem Workshop „Medium Menschenbild“ vom 17.-19. Februar 2011 an der Universität Mainz.
No World in Conflict? Konfligierende Menschenbilder im Computerspiel.Felix Schröter
Vortrag „No World In Conflict? Konfligierende Menschenbilder im Computerspiel am Beispiel des transhumanistischen Diskurses in Deus Ex: Human Revolution“ am 31.3.2012 auf der Tagung „Menschenbilder in der Populärkultur: Konflikte und Wandel“ vom 29.-31. März 2012 an der Universität Wien.
Zwischen Zufall und Kontrolle. Gaming Communities und das Spekulative des Spi...Felix Schröter
Vortrag "Zwischen Zufall und Kontrolle. Gaming Communities und das Spekulative des Spiels" am 4.10.2012 auf der Jahrestagung der Gesellschaft für Medienwissenschaft (GfM), 3.-6.10.2012, Frankfurt(Main).
Die Figur im Spiel. Entwicklung eines nutzerorientierten Analysemodells für C...Felix Schröter
„Die Figur im Spiel. Entwicklung eines nutzerorientierten Rezeptionsmodells für Computerspielfiguren.“ Vortrag am 8. Mai 2010 im Rahmen des Seminars „Filmfiguren/Spielfiguren. Figurentheorie und Transmedia Storytelling“ an der Universtität Hamburg im Sommersemester 2010.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
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How to Manage Your Lost Opportunities in Odoo 17 CRMCeline George
Odoo 17 CRM allows us to track why we lose sales opportunities with "Lost Reasons." This helps analyze our sales process and identify areas for improvement. Here's how to configure lost reasons in Odoo 17 CRM
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
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There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
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Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
1. THE GAME OF
GAME OF THRONES
The Transmedial World of A Song of Ice and Fire
and its Video Game Adaptations
Winter School Transmedial Worlds in Convergent Media Culture
University of Tübingen, February 24-28, 2014!
!
Felix Schröter, University of Hamburg!
felix.schroeter@uni-hamburg.de
2. Overview
• (Almost No) Theory
• Looking For Games In All The Wrong Places
• Three Case Studies In Five Minutes
!2
4. Medium-Specificity Thesis
“A transmedia story unfolds across
multiple media platforms, with each new
text making a distinctive and valuable
contribution to the whole. In the ideal
form of transmedia storytelling, each
medium does what it does best [...]”
- Jenkins 2006, Convergence Culture, 95-96
!5
5. Medium-Specificity Thesis
“While it is clear that stories can be
passed between a novel and a movie and
back, it is also clear that not everything
passes equally well.”
- Juul 2005, Half-Real, 48
!6
6. Medium-Specificity Thesis
“We do not want to claim that some
media forms are better at presenting
worlds than other, though we believe
that each media form has particular
advantages.”
- Klastrup/Tosca 2004,
“Transmedial Worlds”, n. pag.
!7
7. Medium-Specificity Thesis*
Video games contribute to the representation
of transmedial worlds in a medium-specific
way, relying on their distinctive combination of
narrative, ludic, and social features.
!8
8. Limited Adaptability Thesis
“Most often, transmedia stories are
based not on individual characters or
specific plots but rather complex
fictional worlds which can sustain
multiple interrelated characters and
their stories.”
- Jenkins 2007,
“Transmedia Storytelling 101”, n. pag.
!10
9. Limited Adaptability Thesis
Mythos: the establishing conflicts and
battles of the world
Topos: setting (history and geography)
Ethos: explicit and implicit ethics,
world laws, characters' moral codex
- Klastrup/Tosca 2004,
“Transmedial Worlds”, n. pag.
!11
10. Limited Adaptability Thesis
“However, the ultimate success of a
transmedial cyberworld depends on how
the designers are able to implement and
expand on the mythos, topos and ethos
of the ur-transmedial world.”
- Klastrup/Tosca 2004,
“Transmedial Worlds”, n. pag.
!12
12. (Almost No) Theory
• Medium Specificity Thesis
• Limited Adaptability Thesis
If different media contribute to transmedial worlds in
such a medium-specific way, that not every transmedial
world is equally adaptable in every medium, then there
must be some transmedial worlds that translate easily to
video games while others do not.
!15
13. (Almost No) Theory
Some fictions lend themselves particularly well
to an adaptation as a video game, namely those
that feature a distinctive game logic.
The novel-based
transmedial world
of George Martin’s
A Song of Ice and Fire
is such a world.
!16
15. What Is a Game?
“A game is a system in which players
engage in an artificial conflict, defined
by rules, that results in a quantifiable
outcome.”
- Salen/Zimmerman 2004, Rules of Play, 83
!18
16. Narrative and Game Logic
“Such narratives reveal the arbitrariness
of the particular choices made, and the
possibility of making other combinations
which would create alternative stories.”
- Kinder 2002, "Hot Spots, Avatars,
and Narrative Fields Forever”, 6
!19
17. Narrative and Game Logic
“Die Figurengruppe eines
Mehrfigurenspiels wird nicht […] aus
den Merkmalen der Einzelfiguren
konstituiert, sondern […] aus dem
Spielziel, das unterschiedslos für die
gesamte Figurengruppe gilt.”
- Venus 2007,“Teamspirit”, 314
!20
18. Narrative and Game Logic
“In contrast to most games, most narratives
do not require algorithm-like behavior
from their readers. However, narratives
and games are similar in that the user,
while proceeding through them, must
uncover its underlying logic - its algorithm
[…] which the writer used to create the
settings, the characters, and the events.”
- Manovich 2001,
The Language of New Media, 225
!21
20. The Game of Game of Thrones
“When you play the game of thrones, you
win or you die. There is no middle ground.”
- Cersei Lannister, A Game of Thrones
!
“The wars, the intrigues, the great bloody
game, and me in the center of it.”
- Tyrion Lannister, A Clash of Kings
!23
21. The Game of Game of Thrones
“Too many strange faces, […] too many new players.
The game changed while I lay rotting in my bed, and
no one will tell me the rules.”
- Tyrion Lannister, A Storm of Swords
“I might have to remove her from the game sooner
than I’d planned. Provided she does not remove herself
first. […] In the game of thrones, even the humblest
pieces can have wills of their own. Sometimes they
refuse to make the moves you’ve planned for them.”
- Littlefinger, A Feast For Crows
!24
23. Game of Thrones
Cyanide/Atlus 2012
• action role-playing game
• set in parallel to A Game of Thrones
• gameplay alternating ‚chapter-based‘
between two protagonists
• focus on real-time combat, cut-scenes,
dialogue, character progression
!26
26. Game of Thrones: Ascent
Disruptor Beam 2013-2014
• online/Facebook game
• spans 3 books (yet): A Game of Thrones –
A Clash of Kings – A Storm of Swords
• focus on ‚social features‘, progression,
time investment
!29
30. Game of Thrones: Genesis
Cyanide/Focus Home Entertainment 2011
• real-time strategy game
• starts 700 years before A Game of
Thrones, but also covers books 1-3
• single- and multiplayer mode
• focus on resource management,
underhand tactics, real-time combat
!33
31. Game of Thrones: Genesis (Cyanide/Focus Home Entertainment 2011)
!34
32. Game of Thrones: Genesis (Cyanide/Focus Home Entertainment 2011)
!35
33. Game of Thrones: Genesis (Cyanide/Focus Home Entertainment 2011)
!36
34. Three Case Studies in Five Minutes
Mythos
Topos
Ethos
Game Logic
Game of Thrones
*Action RPG
Game of Thrones: Ascent
*Online/Facebook
!37
Game of Thrones: Genesis
*RTS
35. Three Case Studies in Five Minutes
Some fictions lend themselves particularly well
to an adaptation as a video game, namely those
that feature a distinctive game logic.
The novel-based
transmedial world
of George Martin’s
A Song of Ice and Fire
is such a world.
!38