All the new revelations you mention such as this, that have cropped due to folks digging a little deeper have only furthered the mentality that
the current gaming media (and some devs) do not have the gaming community» best interests in mind and are only in it for themselves.
Not exact matches
Tencent, a Chinese
gaming and social -
media firm now getting into e-commerce, has a market capitalisation of $ 62 billion, just shy of Facebook's
current valuation.
Though our
current tools — from social
media to
gaming to video — provide tools and threads to hold concepts together, learners still need the whole picture.
As we moved into the
current generation of
gaming we saw the
media format war pan out in the early life cycle of the PS3 and Xbox 360.
At its
media briefing in advance of the E3 Expo, the video game industry's premier trade show, Nintendo announced products for social entertainment that stretch far beyond the
current notion of what a video game can be, all while continuing to provide avid
gaming fans with the challenges and thrills they desire.
Games are Key to Consoles Succeeding in China Many
media outlets around the world picked up Niko Partners» press release on our most recent research report, Chinese TV - based
Gaming, as it included our views on the current and future state of console gaming in
Gaming, as it included our views on the
current and future state of console
gaming in
gaming in China.
So it seems like automation will have a large role to play in the
gaming media's future as well, with the
current crop of
gaming journalists likely being the last.
And while we shouldn't feel too under fire, look at the bats that get swung at footballers or the
current open - season on Hollywood's ethics, it's always good to see a more positive outlook on
gaming from the mainstream
media.
This being said no
gaming media press or reviewers has been able to vouch for any of this, something which in this
current climate does hold a lot of currency for new releases and even those involved in any of the closed beta testings have made no real comments on it.
it's about members of the
current mainstream
gaming media taking it upon themselves to set out the rules of what a «gamer» is and how they are bad people (misogynists, only white men, etc again going into aspects of feminism and social justice)
From Claudia Hart's critique of digital technology and the misogyny of
gaming and special effects
media to Carla Gannis's performance video where the artist competes with her virtual self; from Cynthia Lin's monumental drawings detailing minuscule portions of skin to Laura Splan's mixture of scientific and domestic in molecular garments and Joyce Yu - Jean Lee's challenge of conventional viewing perspectives; from Christopher Baker's examination on participative
media to Victoria Vesna's collaborative project on social networking, identity ownership and the idea of a «virtual body» — the show guides the viewer through an array of captivating approaches that challenge not only
current media ideologies but also conceptual paradigms underlying today's digital art, the question of disembodiment and post-humanism in particular.
These works reflect on the
current trends and modes of communication such as YouTube, TV, animation,
gaming, social
media and used to create new images, sounds and unexpected connections.
The show tackles
current topics, ranging from social
media to political activism, using both traditional and new mediums, including painting,
gaming, live performance and bookbinding.
The presentations range from art - historic
currents and themes to more popular cultural aspects such as
gaming, music, fashion and web 2.0, and how these relate to
media art.
This year's
CURRENTS festival exhibitions showcased single channel video, video and sound installation, interactive new
media, animation, computer / software modulated sculpture, multimedia performance, experimental and interactive documentary video, Digital Dome projection, art
gaming, web art, workshops and panel discussions.