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Can you guess the name of this cunning harbor?

Andrew Vietze Down East Books ePub

You’re thinking, Cutler, perhaps? Or Corea? Some tiny, isolated fishing village Down East? Not even close. Though this harbor — more of an inlet really — has all the hallmarks of a salty hamlet east of Ellsworth, it’s actually near the mouth of a wide river that empties into Casco Bay. Reached by one of the many roads that wander pleasantly south from Route 1 in the midcoast, paralleling tidal rivers, quiet marshes, and undisturbed coves, the village hasn’t seen the tourist and summer-home development that has spread across its neighboring peninsulas — at least not on the same scale. The boats of lobstermen and deep-sea fishermen outnumber pleasure craft here, though a few fair-weather residents favor the harbor, too. (When she wasn’t meeting with President Eisenhower in the White House or staring down Joe McCarthy, Margaret Chase Smith could be found at her summer place on a secluded point in the village.) The name of the harbor is resonant and oddly familiar, but most never find their way here, and those who do know the community often know it from the water — everything is oriented toward the mouth of the river. In this respect it’s almost insular, and indeed it technically sits on an island. The acreage that was settled and became this community was purchased from the Natives in 1659 by Colonel Shapleigh of Kittery, and by 1733 the cunning harbor pictured here was settled by the gentleman for whom it’s named. It’s remained relatively quiet ever since, even though the village is separated from pulsing Route 1 by a mere five miles. But what a difference those miles make. Turn to page 98 to identify this location.

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3. The Global Mediatization of Hinduism through Digital Games: Representation versus Simulation in Hanuman: Boy Warrior Xenia Zeiler

Heidi A Campbell Indiana University Press ePub

Xenia Zeiler

RESEARCH ON DIGITAL GAMES AND RELIGION HAS PRIMARILY concentrated on European and U.S. settings. Asian developments, except the Muslim Middle Eastern contexts of Syria and Palestine, have long been nearly completely overlooked.1 This is even truer when it comes to digital games that are related to Hindu and Buddhist traditions, regions, and audiences. Though in the first decade of the twenty-first century, several aspects of Hindu and Buddhist religions and digital media, namely the internet, began to be increasingly researched, so far this research has not extended to digital games.2 This is surprising since surveys, statistics, and projections on the role and importance of digital games in Asia or for audiences with Asian Hindu or Buddhist backgrounds regularly describe an ever larger percentage of users, as well as rapidly growing markets in the near future.

In this chapter I analyze Hindu deities and narratives in Indian-produced digital games and focus on disclosing negotiations of Hindu authority and identity in gaming contexts. I do so by discussing the first entirely India-developed digital game based on Hindu mythology, Hanuman: Boy Warrior (Aurona Technologies Hyderbad for Sony Computer Entertainment Europe, 2009), a console game produced for PlayStation 2. This game has caused heated debate on the appropriateness of incorporating Hindu deities in gaming environments. The debate surrounding the game has focused on the concepts of simulation and performance as opposed to the (pure) representation of Hindu deities, such as Hanuman, who is a major character in the Indian epic Ramayana and is mentioned in other important Hindu scriptures.

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Have you ever spent a day or weekend at this scenic spot?

Andrew Vietze Down East Books ePub

A June day at this central Maine state park looks so inviting that you want to swim all the way to the mountains in the distance. Better to wait until a lifeguard is on duty, though, and the cool waters warm a bit. This photograph doesn’t lie — the lake is a picture-perfect one, located about ten miles from the geographical center of Maine. Established in 1969, the park was a gift from a wealthy attorney — it bears his name and that of his sister — and it deserves to be busier than it is. In a typical year, only about 25,000 people put their toes in here, picnicked nearby, or camped in the fifty-six sites spread out across its 839 acres. Compare that to Sebago Lake State Park, which saw more than 202,000 visitors, or Camden Hills State Park, which was visited by almost 140,000. But as this image attests, this park is a special place, and those who have never stopped by are missing out. Have you ever enjoyed a day or weekend at this scenic spot? Turn to page 99 to learn more about this little-known gem.

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9. Ideology, It’s in the Game: Selective Simulation in EA Sports’ NCAA Football

Thomas P Oates Indiana University Press ePub

Meredith M. Bagley and Ian Summers

ON JULY 9, 2013, THE LEADING SPORTS STORY IN TUSCALOOSA, Alabama, a college town obsessed with its university’s football team, was not predictions for a third straight national championship, not news of yet another five-star recruit, nor updates on injuries and summer training sessions. Instead, inch-high headlines announced “GAME ON: EA Sports Releases NCAA Football 14.”1 Above the text, a color screen shot from the game featured an offensive player in the familiar crimson-and-white jersey breaking tackles on the way to a presumed touchdown. The would-be tacklers happened to be in white and maroon, the colors of Texas A&M, the only team to hand Alabama a loss in its 2012 national championship season. Though completely digital, fabricated, and based on advanced computational formulas, the video game redemption offered by the photo perfectly illustrates the power of simulation-based digital games such as EA Sports’ NCAA Football.

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1. Nolan Bushnell: Learning from the Past

David S. Heineman Indiana University Press ePub

NOLAN BUSHNELL IS THE PERSON MOST OFTEN ASSOCIATED with the origins of video games as a commercial enterprise. His list of “firsts” in the industry reads like an outline for the study of early gaming history: he created both the first commercial arcade game (Computer Space) and the first commercially successful one (Pong); he was a founding partner of the first wildly successful video game company, Atari; and he was instrumental in developing and curating content for arcades in both its “golden age” and in its “Chuck E. Cheese era,” named for the gaming-themed chain of family restaurants that he created. Though video games’ earliest beginnings would predate the launch of Atari by almost thirty years, their migration out of university computer laboratories and student unions coincided with Bushnell’s emergence as a shrewd evangelist of their potential to capture both a wider audience’s attention and, importantly, their coins.

Bushnell’s enthusiasm for games started early. He was one of the fortunate few who had the opportunity to play Spacewar! on the PDP-1 with the game’s creator, Steve Russell, an experience that Bushnell recalls as “mesmerizing.” “I spent every minute I could in that computer lab” (Bushnell in Melissinos and O’Rourke 24). He has been a longtime advocate of games that are centered on repayable, challenging mechanics over those that feature bloat, spectacle, and easy titillation.1 His influential perspective on game design was succinctly explained in 1971: “All the best games are easy to learn and difficult to master. They should reward the first quarter and the hundredth.” Recently, he has suggested that his “great hope” for such game design principles “is that video game methodology has an ability to communicate with young minds in an amazing way” (Bushnell in Melissinos and O’Rourke 25).

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