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Guitar Hero: Warriors of Rock Complete Bundle (Sony PlayStation 3, 2010)
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Guitar Hero: Warriors of Rock Complete Bundle (Sony PlayStation 3, 2010)Be the first to More Items related to this product$124.98 Buy It NowFree shipping$449.95 Buy It Now$140.00 Buy It Now$799.88 Buy It NowFree shipping$140.00 Buy It NowFree shipping$170.00 Buy It NowFree shippingAbout this productThe sixth full title in the original play-along rock & roll series, Warriors of Rock takes Guitar Hero virtual virtuosos on a journey of metal-inspired fantasy. In the game's Quest mode, players lead eight individual characters to transform into heroic warriors, in a realm of studded black leather and dark gothic undertones. Characters use their individual special abilities to complete rock performance challenges and move the story forward, toward an ultimate battle that will determine the ... No ratings or reviews yetBe the first to Explore MoreView previousPublished By:Published By:Published By:Published By:View nextAdditional site navigationCopyright (C)
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Playful Identities: The Ludification of Digital Media Cultures is now outAmsterdam University Press has now published the edited volume. This book explores the notion of play as a heuristic lens to look at changing media practices and identity construction.GAP participates in the focus area Game Research of UUWith this focus area, the unique position of Utrecht University in gaming will be reinforced and used as a lever to expand scope, quality, volume, and impact of its research and education.New Media Studies Magazine #8: The Age of PlayWe are proud to present the latest issue New Media Studies Magazine, a magazine created by students of our MA programma New Media & Digital Culture. This issue focuses entirely on the theme The Age of Play.Graduate Program Game Research at Utrecht UniversityWithin this graduate program Game Research, excellent student can be offered a PhD position on a research project written by themselves. There is room for four such PhD positions funded by the NWO Graduate Program, two starting September 2015, two starting in September 2016.
ERC project Charting the Digital has just been awarded a EUR150,000 proof-of-concept (PoC) grant for making a location based game for teaching and instructing students on the intricacies of field-work, in an engaging an playful manner. The project is based in Warwick University, UK and Utrecht. The development will be carried out starting February 2016, with GAP-members (faculty and students) participating in the design, play-testing and subsequent trial deployment as part of the ongoing
For this Proof of Concept we (the Charting the Digital research team) will develop a prototype of a location-based game that can be used for teaching fieldwork in a Higher Education (HE) setting. The rationale behind it is that location-based games are promising educational tools. The game will be designed to facilitate, enhance and structure fieldwork for university courses in the areas of geography, development studies, architecture, history, archaeology and anthropology. The game we intend to prototype will offer an innovative cost-effective package for HE institutions to organize informal learning and team-building experiences. The societal benefits are related to creating an innovative teaching platform for informal learning, thus helping to develop new kinds of teaching for HE that are beneficial to our knowledge society. Such new teaching methods can stimulate a different cultural and social engagement with environments, one that brings learners much closer to lived experiences and contemporary issues on a local scale. Importantly, this approach also sees action and intervention as key elements of reflexive and sensitive fieldwork practice, challenging the existing division between academic student projects undertaken for grades, and their more complex real-world subject matter.
As a result, the approach developed in this Proof of Concept seeks to change set paradigms in higher education, offering young adults more creative, relevant and useful means and methods to gain knowledge about and engage with environments and people.
More about the Charting the digital:
Contact person for inquiries: Alex Gekker,
On Thursday November 5 the Centre for the Study of Digital Games and Play (GAP) will host its fourth seminar at Muntstraat 2a, room 1.11 from 15:00-17:00 with drinks afterwards. The aim of these regular meet-ups is to create a physical space for game scholars and excellent students to present research, to provide room for game-related discussions, and to expand our academic and professional network. This meeting, we will share three game-related projects from Utrecht University and research fellow Pierre-Yves Hurel from Université de Liège will present the state of the art in French game research.
Game Studies Across the Boundaries: –
(Université de Liège)
This presentation focuses on main contributions from French and Belgium researchers. Who are the authors? What are they doing? With which institutions?
The Preservation of Digital Games as Dutch Cultural Heritage –
The research project sets up the first unified effort between game research, cultural heritage institutions and the Dutch game industry to define, preserve, archive and exhibit the history of Dutch digital games and game development. Beeld en Geluid, the institute dedicated to the preservation of Dutch audio visual heritage, forms the key partner.
Bridging the Gap between Game Design and Policy-Making: Analytical Game Design and Participatory Scenario Development –
The project explores (participatory) scenario planning as a still understudied context for serious games and analytical game design as a method to inform the creation and application of scenario planning games. For that purpose, a sample game will be iteratively modified as well as extended through digital augmentations in cooperation with dr. Joost Vervoort and the Environmental Change Institute at Oxford University.
The Playful City –
The Playful City is a project that investigates how games and play can be used to foster a smarter civic engagement for specific complex urban issues, and how can we design gaming tools to accomplish this. The project seeks to connect research and development in the up to now largely separate sectors of smart city policy and design, and game research and design. It combines the most recent insights from these fields into a new agenda for smart city making through games and play, which will strengthen interdisciplinary collaborations, and increase academic impact.
Date: Thursday November 5, 2015
Time: 15:00 &# + drinks
Location: Muntstraat 2a, room 1.11
Registration: Please register via .
recently visited Beijing (China) in order to establish connections among possible partners in the domain of creative industries (universities, academies, companies), particularly in the field of serious gaming.
INTERNATIONAL COLLABORATION
The initial reason for this trip was the Chinese-Dutch
(JSTP), an NWO research programme that enables bilateral collaboration between research groups within the field of the creative industries. A delegation of Dutch academics, the Netherlands Organisation for Scientific Research (NWO), the Royal Netherlands Academy of Arts and Sciences (KNAW), and the Embassy of the Kingdom of the Netherlands in Beijing visited, among others, Tsinghua University (Academy of Arts & Design), the
(CAFA), and several fashion and gaming companies. As part of the Beijing Design Week 2015, Prof. Dr Anneke Smelik (Radboud University Nijmegen), Prof. Dr Eric Postma (Tilburg University) and Prof. Dr Joost Raessens (Utrecht University) presented their research on fashion, artificial intelligence and persuasive gaming at The Nurturing House, a creative industries hub sponsored by the Dutch Embassy.
AN ANSWER TO URGENT PROBLEMS
The creative industries are booming in China. Especially media (digital media, including games, film and television), art (museums, photography and cultural heritage) and design (fashion, architecture and urban environment) are important clusters within China’s growing cultural industries. According to the Beijing Official Guide, the creative industries are Beijing’s second economic pillar industry, just after the finance sector. Because of China’s growing youth culture, (online) games take up a prominent position. Serious games can help solve China’s urgent problems in the areas of, for example, healthcare, (future) food, energy, sustainability, and urbanization.
project, in which GAP researchers
are involved, was one of the five projects selected to be pitched at the Research Showcase of the , Holland’s premier game development event, organised by game dev publication Control.
The Research Showcase is a session that aims to facilitate collaboration between game researchers and the game industry and give visibility to game research studies out of the academic environment.
Furthermore, Teresa de la Hera was invited to talk at the conference about the challenges of finding a good balance between fun and efficiency in persuasive games. In a 30 minutes talk De la Hera went through 5 useful tips that were thought to help persuasive game designers to prevent common and easy avoidable mistakes by facilitating the integration of communication strategies within fun games.
On Monday June 8, the research focus area Game Research will host its third Games and Play Research seminar. The aim of these regular meet-ups is to create a physical space for game scholars and excellent students to present research, to provide room for game-related discussions, and to expand our academic and professional network. On the programme for this meeting are four game-related presentations.
The Hackable City – Michiel de Lange (UU) & Martijn de Waal (UvA/HvA)
In the hackable city, new media technologies are used to open up urban institutions and infrastructures to systemic change in the public interest. It combines top-down smart-city technologies with bottom-up “smart citizen” initiatives. Playful hacker mentality and practices play an important role in making the city hackable, a place in which citizens can be agents of change and shapers of their own environments and experiences.
Body Travel: Zooming into Games in Healthcare with Microscopic Vision – Stephanie de Smale (RMA Media and Performance Studies)
Studying the early reception and invention of medical media visualises a recurring pattern of fantasy and pleasure in discovering new corporeal realities. Examining claims about serious games in healthcare as a starting point, this presentation uses the microscope as a media-archaeological case study. It illustrates that the act of visualising the invisible is a powerful imaginative trope used in medical culture and ludic practices.
Ludic Selfies: Playing with Mobile Phones in Grand Theft Auto V – René Glas (UU) & Imar de Vries (UU)
The ability of the selfie as both a communicational and representational tool has already attracted some academic attention. In this presentation, Glas and De Vries extend the existing body of work by building upon notions of mobile phones as playful devices and investigating the selfie as a manifestation of playful cultural practices. They will do so by focussing on the gameworld of Grand Theft Auto V (Rockstar North 2013).
From Game Studies to Studies of Play in Society – Joost Raessens (UU)
Recent years have been a period of changes both in game cultures as well as in the study of games and play. Such changes include transfer of focus in the subject matters, methodologies, theory frameworks as well as in the institutional placement and allegiances of game studies. Joost Raessens will discuss the changes in the focus areas of academic game studies and the possible ongoing transformations in how play informs and shapes culture and society.
Start date and time: 8 June
End date and time: 8 June
Location: Muntstraat 2a, room 1.11
On 22 May, a Friday afternoon, the Nest, the cradle of entrepreneurship at the Heidelberglaan, was crowded. In a ‘Science Meets Business’ seminar researchers from the focus area
(Utrecht University) and various market participants gathered to discuss game research and how they could cooperate in this field. Present were large serious game companies from the Netherlands and researchers , , , and .
There are several target groups for serious games. Think of games for education, government and organization, games for health, sustainability, smart cities, conflicts and safety. The Netherlands is globally renowned for its production of and research into serious games, as argued by Christel van Grinsven () and Joost Raessens in the recently published book
(MIT Press, 2015). In the world of academia, serious games are called persuasive games, i.e. games aiming to change attitudes and behaviour.
Research into the functioning of persuasive games
One of the most important questions is: do these games really work? If that can be ascertained, reliable quality assessments can be made. This would be useful, for instance, with regard to education games and apps for (primary) schools, many of which are already operational. A school would then be able to make grounded decisions.
To clarify whether and how persuasive games and apps function, Utrecht University cooperates with companies. Within the NWO-research programme ‘’, researchers such as Joost Raessens chart best practices and produce models that can predict the success of newly developed games.
Applications in various disciplines
Research into persuasive games finds interest in many different disciplines. Stefan Werning, assistant professor on game research, for instance looks at educational infrastructures. ICT, psychology, sociology and communication also increasingly address persuasive games.
Self-Help Therapy
Robbert Jan Beun works with persuasive apps with a particular focus on interaction technology. He researches opportunities for personalised self-help therapy for sleep difficulties using mobile technology. A troubled sleeper himself, through his research he develops an app for fellow sufferers, collaborating with TU Delft and Philips.
Remco Veltkamp (UU) en Micha?l Bas (Ranj, serious game-bedrijf)
Micha?l Bas (Ranj, serious game company) and Remco Veltkamp (UU)
Discussion
The afternoon was concluded with a lively discussion. Representatives of game companies argued they would benefit from research taking up shorter cycles: “We want interim results every two months, not after four years.” Next to that, creative designers desire predictability, i.e. research into whether the apps or games really work. For the researchers it is preferable if companies present demands collectively. What does the market actually require and how can researchers meet that demand?
It is striking that considerable fragmentation exists among both parties (game companies and researchers). Closer cooperation is required within and between universities. On that note, the focus area Game Research at Utrecht University fulfils a pioneering role. Contrariwise, the landscape of media companies is too dispersed for many researchers to work with. Many small parties exist, each with their own area of expertise. This makes it hard to determine who to appeal to for what. The ultimate conclusion that it would be better if both sides cooperated more is shared by all. It is easier to apply for EU2020-projects in unison but also when approaching larger market participants such as ING, Shell, Alliander and, for instance, Philips. These are after all companies that do not only come with concrete demands, but also do have the funds to finance research.
15.00 &# Welcome and Opening: drs. Mirko Lukács
15.10 &# Persuasieve communication, gaming and apps in UU research (prof. dr. Joost Raessens)
15.45 &# Apps as persuasive technologies in culture and education (dr. Stefan Werning)
16.20 &# Case ‘Persuasiveness in the SleepCare App’ (dr. Robbert Jan Beun)
From the ‘science’ perspective are present, apart from the speakers: Fiemke Griffioen and Thomas Dohmenfrom Informatica and Martin Kempen and Jeanette Verstappen from Utrecht Holdings.
From the ‘business’ the following participants will be present:
- DGG (Christel van Grinsven)
- RANJ Serious Games (Michael Bas)
- Little Chicken (Tomas Sala)
- Ijsfontein
- G4 (Monique van Rijen)
- Boldmindz (Rowan van ‘t Hoogt)
- QLVR (Jaap Gerretsen)
- VICTAS/GBGGZ Utrecht (Mirjam Simons)
- Vrije Ruimte/Stichting Volte (Henk van Zeijts)
- Expertisecentrum Beroepsonderwijs (Pieter Baay)
- SOON/RABO NEST (Suze Klaverstijn)
On Monday May 11 the Centre for the Study of Digital Games and Play (GAP) will host its second seminar at Muntstraat 2a, room 1.11 from 10:00-12:00. Sjors Martens and Joleen Blom (both RMA students) will share their game-related work with us. For these discussions we will read short texts in preparation (see attached).
Connecting the Dots: The Playful Ontology of Media Constellations – Sjors Martens (RMA Media & Performance Studies)
Transmedial universes rank amongst the most elaborate entities in current media culture. Despite their current prevalence little holistic approaches exist that address the worlds themselves instead of singular instalments. In his presentation Sjors provides a model based on Miguel Sicart’s definition of play to deal with what he understands as Transmedial Universes. The different characteristics of play shall be scrutinised and related to the main characteristics of transmedial universes. This model shall then be tested on different cases that fit with the discussion group, such as videogames and urban practices. In this discussion we will critically examine this theoretical framing of play and the model’s limits.
In preparation we will read the
Japan and Games: A Hybrid Culture in a Hidden Environment – Joleen Blom (RMA Media & Performance Studies)
During this presentation Joleen discusses the issues and revelations she discovered in her on-going thesis research on Japanese Studies and Game Theory. She will adress questions such as “why can we not speak of a clear division between Japanese and Western Games?”, “Why do we need to take manga (Japanese comics), and anime (Japanese animation) into consideration when addressing Japanese Games?”, and “from what perspective is she planning to approach Japanese and Western gaming in regad to each other?”. Through this presentation, Joleen will try to bring forth a better understanding of the background she is coming from, while at the same time, trying to open up a discussion on how one might be able to open up the bridge between the Western and Japanese gaming culture on an academic level.
In preparation we will read chapter three, starting from page 94 ““, of the book The Soul of Anime (2013) by Ian Condry.Flat Rock Playhouse
125 S. Main St, Hendersonville
Group Sales
Located 30 minutes from Asheville, NC, our Mainstage Theatre in Flat Rock is a 506 seat auditorium style theatre. Our more intimate Playhouse Downtown on Main Street Hendersonville seats 250. Both venues are group friendly with one level entry and easy access restrooms.
Rates for 10 or more people for musicals, comedies and plays: $34.00 + tax.
We waive the convenience fees for groups!
Since we are a non-profit theater, we prefer checks to assist in managing our fees. If you select to pay with a credit card, there will be a 3% fee charged.
Parking is free at both locations. Mainstage has specific motorcoach parking. Playhouse Downtown does not have dedicated bus parking. It is recommended to drop off patrons in front of the Playhouse and then park one block south.
Call our Box Office at
with your date, time of show and the number in your group. Our professional group sales staff will assist you with your group reservation as well as provide you with information and contacts for meals and other group friendly attractions. Please ask for Pam or Kerry.
Tour operators, please contact Pam Collins in our Group Sales Office for tour itinerary planning assistance and information – . Sample itineraries can be found , or by clicking the link below.
Doors open to the theatre 30 minutes prior to each performance. Light concessions are available one hour prior to all performances and during the 15 minute intermission including soft drinks, beer, and wine. Most performances run approximately two hours with a 15 minute intermission.
In 1937, a group of struggling performers, led by Robroy Farquhar, organized themselves as the Vagabond Players. The Vagabonds worked in a variety of places over the course of three years, and in 1940 found themselves in the Blue Ridge region of Western North Carolina. The local and tourist community welcomed them with open arms when they presented their first summer season of plays in a 150-year-old grist mill they converted into The Old Mill Playhouse at Highland Lake. So successful was that summer, they returned in 1941. After WWII, the Vagabond Players reorganized, came back to the region and opened a playhouse in nearby Lake Summit. The Lake Summit Playhouse thrived during the post-war years and soon the Vagabond Players were looking for a larger and permanent home. In 1952, the troupe of performers, and a newly formed board of directors, made an offer to buy an 8-acre lot in the Village of Flat Rock. This new home made the Vagabonds “locals” and a rented big top gave birth to the Flat Rock Playhouse. As the beautiful Western Carolina region continued to grow, so did the Playhouse and in 1961, by Act of the North Carolina General Assembly, Flat Rock Playhouse was officially designated The State Theatre of North Carolina. What began as a few weeks of summer performances in 1940 is now a nine-month season of plays including Broadway musicals, comedy, drama, and theatre for young audiences. The Playhouse’s dual mission of producing the performing arts and providing education in the performing arts includes a professional series, a summer and fall college apprentice and intern program, year-round classes and workshops for students from kindergarten through adults. Flat Rock Playhouse now hosts over 98,000 patrons annually and is a significant contributor to the local economy and the Arts in North Carolina.
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