Anna Anthropy
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Anna Anthropy
Anna Anthropy is an American video game designer, role-playing game designer, and interactive fiction author whose works include ''Mighty Jill Off'' and '' Dys4ia''. She is the game designer in residence at the DePaul University College of Computing and Digital Media. She has also gone by the name Auntie Pixelante. Career Game design In 2010, working with Koduco, a game development company based in San Francisco, Anthropy helped develop the iPad game "Pong Vaders". In 2011, she released ''Lesbian Spider Queens of Mars'', an homage to Midway's 1981 arcade game ''Wizard of Wor'' with a queer theme and "some fun commentary on master-slave dynamics." In 2012, she released '' Dys4ia'', an autobiographical game about her experiences with hormone replacement therapy that " llowsthe player to experience a simulation or approximation of what she went through." Anthropy says her games explore the relationship between sadism and game design, and bills them as challenging players' expecta ...
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Mighty Jill Off
''Mighty Jill Off'' is a 2008 independently developed freeware platform video game designed by Anna Anthropy, with art by James Harvey and music by Andrew Toups. It stars a submissive named Jill, who has a boot fetish and is forced to climb up a tower after her Queen kicks her down it as punishment. Jill does this by jumping and slowly descending over obstacles. Jill can be defeated in one hit by these obstacles, but will return to the last check point. The game serves as an homage to the 1984 arcade game ''Bomb Jack'' and its console and computer sequel, '' Mighty Bomb Jack''. It had follow-ups, such as ''Mighty Jill Off - Jill Off Harder Edition'' and ''Jill Off With One Hand''. Jill made a cameo appearance in the 2010 video game ''Super Meat Boy'' as a playable character. The game's BDSM and lesbian themes were implemented by Anthropy, a BDSM practitioner, for the purpose of providing legitimate "dykes" in video games. She also made the game difficult, to fit in with its BDSM ...
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Game Developers Conference
The Game Developers Conference (GDC) is an annual conference for video game developers. The event includes an expo, networking events, and awards shows like the Game Developers Choice Awards and Independent Games Festival, and a variety of tutorials, lectures, and round Table, roundtables by industry professionals on game-related topics covering Video game programmer, programming, game design, design, audio, production, business and management, and visual arts. History Originally called the Computer Game Developers Conference, the first conference was organized in April 1988 by Chris Crawford (game designer), Chris Crawford in his San Jose, California-area living room. About twenty-seven designers attended, including Don Daglow, Brenda Laurel, Brian Moriarty, Gordon Walton, Tim Brengle, Cliff Johnson (game designer), Cliff Johnson, Dave Menconi, and Carol and Ivan Manley. The second conference, held that same year at a Holiday Inn at Milpitas, California, Milpitas, attracted abou ...
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Game Design
Game design is the art of applying design and aesthetics to create a game for entertainment or for educational, exercise, or experimental purposes. Increasingly, elements and principles of game design are also applied to other interactions, in the form of gamification. Game designer and developer Robert Zubek defines game design by breaking it down into its elements, which he says are the following: * Gameplay, which is the interaction between the player and the mechanics and systems * Game mechanics, Mechanics and systems, which are the rules and objects in the game * Player experience, which is how users feel when they're playing the game Games such as board games, card games, dice games, casino games, role-playing games, sports, video games, Wargame (video games), war games, or simulation games benefit from the principles of game design. Academically, game design is part of game studies, while game theory studies strategic decision making (primarily in non-game situations) ...
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American Video Game Designers
American(s) may refer to: * American, something of, from, or related to the United States of America, commonly known as the "United States" or "America" ** Americans, citizens and nationals of the United States of America ** American ancestry, people who self-identify their ancestry as "American" ** American English, the set of varieties of the English language native to the United States ** Native Americans in the United States, indigenous peoples of the United States * American, something of, from, or related to the Americas, also known as "America" ** Indigenous peoples of the Americas * American (word), for analysis and history of the meanings in various contexts Organizations * American Airlines, U.S.-based airline headquartered in Fort Worth, Texas * American Athletic Conference, an American college athletic conference * American Recordings (record label), a record label previously known as Def American * American University, in Washington, D.C. Sports teams Soccer * ...
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Living People
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Interactive Fiction
'' Interactive fiction, often abbreviated IF, is software simulating environments in which players use text commands to control characters and influence the environment. Works in this form can be understood as literary narratives, either in the form of interactive narratives or interactive narrations. These works can also be understood as a form of video game, either in the form of an adventure game or role-playing game. In common usage, the term refers to text adventures, a type of adventure game where the entire interface can be " text-only", however, graphical text adventures still fall under the text adventure category if the main way to interact with the game is by typing text. Some users of the term distinguish between interactive fiction, known as "Puzzle-free", that focuses on narrative, and "text adventures" that focus on puzzles. Due to their text-only nature, they sidestepped the problem of writing for widely divergent graphics architectures. This feature meant that i ...
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Hypertext Fiction
Hypertext fiction is a genre of electronic literature, characterized by the use of hypertext links that provide a new context for non-linearity in literature and reader interaction. The reader typically chooses links to move from one node of text to the next, and in this fashion arranges a story from a deeper pool of potential stories. Its spirit can also be seen in interactive fiction. The term can also be used to describe traditionally-published books in which a nonlinear narrative and interactive narrative is achieved through internal references. James Joyce's ''Ulysses'' (1922), Enrique Jardiel Poncela's '' La Tournée de Dios'' (1932), Jorge Luis Borges' ''The Garden of Forking Paths'' (1941), Vladimir Nabokov's ''Pale Fire'' (1962), Julio Cortázar's '' Rayuela'' (1963; translated as ''Hopscotch''), and Italo Calvino's ''The Castle of Crossed Destinies'' (1973) are early examples predating the word "hypertext", while a common pop-culture example is the ''Choose Your Own Adven ...
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List Of Electronic Literature Authors, Critics, And Works
This is a list of electronic literature authors and works (that originate from digital environments), and its critics. Electronic literature is a literary genre consisting of works of literature that ''originate'' within digital environments. It can also be defined as those works using a digital element as an integral part of the work (essential to convey the meaning of the piece). This list is specific and exclusive to literature and works originally published electronically, and does not include works published in book format only, web blogs, newspapers, directories, etc. However, this list may include works that have been published both electronically and in print. Authors * Amy Briggs * Annie Abrahams * Mabel Addis * Anna Anthropy * Robert Arellano * Kate Armstrong * Jean-Pierre Balpe * Alan Bigelow * Amaranth Borsuk * Serge Bouchardon * Mez Breeze * Nancy Buchanan * J.R. Carpenter * John Cayley * Lynda Clark * Robert Coover * Caterina Davinio * Claire Dinsmore * ...
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No Starch Press
No Starch Press is an American publishing company, specializing in technical literature often geared towards the geek, hacker, and DIY subcultures. Popular titles include '' Hacking: The Art of Exploitation'', Andrew Huang's ''Hacking the Xbox'', and ''How Wikipedia Works''. Topics No Starch Press publishes books with a focus on networking, computer security, hacking, Linux, programming, technology for kids, Lego, math, and science. The publisher also releases educational comics like ''Super Scratch Programming Adventure'' and ''The Manga Guide to Science'' series. History San Francisco-based No Starch Press was founded in 1994 by Bill Pollock, who brings more than 30 years of publishing industry experience to the company. Several titles have been included in the prestigious ''Communication Arts'' Design Annual and STEP inside 100 competition, and have won the Independent Publisher Book Award (the IPPYs) from ''Independent Publisher'' magazine. Availability No Starch ...
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Addison-Wesley Professional
Addison-Wesley is an American publisher of textbooks and computer literature. It is an imprint of Pearson PLC, a global publishing and education company. In addition to publishing books, Addison-Wesley also distributes its technical titles through the O'Reilly Online Learning e-reference service. Addison-Wesley's majority of sales derive from the United States (55%) and Europe (22%). The Addison-Wesley Professional Imprint produces content including books, eBooks, and video for the professional IT worker including developers, programmers, managers, system administrators. Classic titles include ''The Art of Computer Programming'', ''The C++ Programming Language'', ''The Mythical Man-Month'', and ''Design Patterns''. History Lew Addison Cummings and Melbourne Wesley Cummings founded Addison-Wesley in 1942, with the first book published by Addison-Wesley being Massachusetts Institute of Technology professor Francis Weston Sears' ''Mechanics''. Its first computer book was ''Progra ...
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Boss Fight Books
Boss Fight Books is a Los Angeles-based book publisher and its eponymous series of books about video games. Similar to the style of 33⅓, a series of books about individual record albums, each book focuses solely on one video game. The company was founded by Gabe Durham in June 2013, and following a successful Kickstarter campaign in July, they released their first book, ''EarthBound'' by Ken Baumann in January 2014. The idea for the series came when Durham was reading Jeff Ryan's ''Super Mario: How Nintendo Conquered America'', as Durham wished that the book would slow down and provide more depth to the games it covered. After finding there was no equivalent of 33⅓ for video games, Durham pitched the idea of the series to his friend, Ken Baumann, who agreed to write the first book and serve as the series' designer. After securing agreements with authors for the first five books, Durham turned to Kickstarter, seeking $5,000 in funding, a target that was met within eight ho ...
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Seven Stories Press
Seven Stories Press is an independent American publishing company. Based in New York City, the company was founded by Dan Simon in 1995, after establishing Four Walls Eight Windows in 1984 as an imprint at Writers and Readers, and then incorporating it as an independent company in 1986 together with then-partner John Oakes. Seven Stories was named for its seven founding authors: Annie Ernaux, Gary Null, the estate of Nelson Algren, Project Censored, Octavia E. Butler, Charley Rosen, and Vassilis Vassilikos. Seven Stories Press is known for its mix of politics and literature, and for its children's books. As the publisher of a large catalogue of activist nonfiction and history from such authors as Noam Chomsky, Angela Davis, Greg Palast and Howard Zinn, Seven Stories has had a major influence on public debate with books on foreign policy, the politics of prisons, and voter theft, among other topics. Prominent titles include ''Dark Alliance (book), Dark Alliance'' by Gary Webb, ''9 ...
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