170 resultados para Franchise


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During the writing of this essay, the controversial nonhuman animal rights organisation PETA (People for the Ethical Treatment of Animals) sent out a tweet linking to an online article about the recent PC and Playstation 4 console game No Man’s Sky, in which players are positioned as explorers of countless virtual planets. Encountering the wide array of creatures indigenous to these worlds, players of this game are offered the choice of whether ‘to document them and name them or slaughter them en masse’ (Francisco, ‘PETA’). While an environmental agenda appears to be far from the game designers’ minds, PETA’s Marketing Vice President Joel Bartlett interprets No Man’s Sky as ‘counting on our natural empathy … we have a natural sense of exploration that has been important to human history’ (Francisco, ‘PETA’). Indeed, PETA has immersed itself in the gaming industry by creating its own simple online games in-house, such as the provocative Mario Kills Tanooki, which opposes what it sees as the unethical messages conveyed by Nintendo’s popular Super Mario Bros. franchise. These instances of the intersection of exploration, ethics, empathy, and play raise important questions regarding the potential role(s) of gaming in furthering (or hindering) the welfare of nonhuman animals. This issue becomes more and more urgent not only in a time of ongoing climate change, environmental degradation, and the continued endangerment of countless species around the planet, but also in a time when the gaming industry and the adoption of game design principles in many others grows apace.

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In 2014 Sega released Creative Assembly’s Alien: Isolation, a video game sequel to the 1979 film Alien. As an attempt to create both an authentic homage to the Alien franchise and a credible successor to Ridley Scott’s original film, Alien: Isolation was received as both a work of remediated nostalgia and as a deeply uncanny survival horror. This article discusses Alien: Isolation framed by theories of the uncanny (the unhomely) and of nostalgia (the homely), with the aim of revealing how the production design of the game reconciled these seemingly contradictory but nonetheless overlapping aesthetic qualities. By drawing on examples from Alien: Isolation’s visual and level design, this article discusses how the integration of nostalgic and uncanny qualities could be of value to horror and sci-fi game design, in particular to the development of sequels within existing franchises, and to remediations, remakes and reboots.

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Despite queer readings and interpretations by scholars and fans alike, the official Star Trek universe is devoid of any concrete or obvious representation of LGBTIQ identities. While this appears to be a case of symbolic annihilation, two recent episodes of the Internet series Star Trek New Voyages: Phase II (2004–, webseries), titled ‘Blood and Fire: Part One’ and ‘Blood and Fire: Part Two’, finally go where official Star Trek texts could, or would, not. Taking up the dual perspective of both fan and scholar, in this article I argue that these episodes use the conspicuous absence of representations of sexual diversity in the Star Trek franchise proper as the impetus for a creative intervention, one that embodies the capacity of science fiction texts to explore human sexuality beyond the confines of heteronormative identities.

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El objetivo de esta monografía es analizar el proceso de descentralización de Al Qaeda a causa del debilitamiento de su centro en Afganistán por la intervención militar de la coalición occidental. Se estudia como Al Qaeda deja de ser una organización jerárquica, comenzando a organizarse en red. Estas trasformaciones se pueden explicar a la luz de los principales postulados de la teoría de Guerra en Red, que incluyen la falta de un liderazgo central, y la distribución en enjambre para atacar. Siguiendo la línea argumentativa, finalmente se demuestra que mediante la expansión de la red, Al Qaeda aún bajo su situación de debilidad ha mantenido vigente la yihad trasnacional a través de las organizaciones filiales en África.