Academic literature on the topic 'Game Freak'

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Journal articles on the topic "Game Freak"

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Gaidash, Anna. "Age Enfreakment in Nursing Home Drama." Humanities 14, no. 6 (2025): 117. https://doi.org/10.3390/h14060117.

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This essay explores how the concept of enfreakment can be used to analyze older adult characters in late 1970s US American theatre, focusing on D.L. Coburn’s The Gin Game and Tennessee Williams’s This is the Peaceable Kingdom. These tragicomedies reflect societal fears and stigmas surrounding aging, linking back to the historical context of freak shows. Enfreakment intersects with themes of otherness and ableism, highlighting the sensationalism associated with freak culture. The social construction of P.T. Barnum’s freak and older adults as non-hybrids (Haim Hazan) shares common ground. Using
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Gilfoyle, Timothy J. "Staging the Criminal: In the Tenderloin, Freak Drama, and the Criminal Celebrity." Prospects 30 (October 2005): 285–307. http://dx.doi.org/10.1017/s0361233300002052.

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Standing on Centre Street in Lower Manhattan in the fall of 1894, the pickpocket and confidence man George Appo felt at tap on his shoulder. “Hello! You are just the fellow I want to see,” announced the criminal attorney and former pugilist Edmund E. Price. “What are you doing now?” Unbeknownst to Appo, he was about to make history.The ex-convict admitted that he was looking for work. Price quickly made a proposal. In addition to representing some of New York's leading underworld figures — indeed Appo was a former client — Price envisioned himself as a playwright and songwriter. He had recentl
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Portugal Bueno, Mª del Carmen. "Los títulos nobiliarios y el mundo anime: el caso Pokémon y Bastión Batalla | Titles of nobility and the anime world: the case of Pokémon and Battle Bastion." REVISTA ESTUDIOS INSTITUCIONALES 8, no. 13 (2020): 85. http://dx.doi.org/10.5944/eeii.vol.8.n.13.2020.28012.

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En el año 2013 la empresa japonesa Game Freak lanza al mercado la sexta generación del videojuego Pokémon bajo el título X e Y. En esta edición por primera vez, y única hasta la actualidad, los jugadores obtienen tras sus victorias de combate la recompensa de obtener un título nobiliario. Junto al videojuego, los títulos nobiliarios también son objeto de un capítulo de la serie anime Pokémon y son referenciados en el cómic manga de la saga.La investigación exploratoria nos lleva a conocer cuáles son los requisitos para conseguir los diferentes títulos nobiliarios en el juego anime y la precede
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Ariani, Ariani, Awang Eka Novia Rizali, Erlina Novianti, Silviana Amanda Aurelia Tahalea, and Asih Retno Dewanti. "Peningkatan Kreativitas Generasi Z dalam Memanfaatkan Limbah Kayu Sebagai Mosaik pada Produk di Kampung Kedung Halang Serikat, Cilebut Barat, Jawa Barat." Bubungan Tinggi: Jurnal Pengabdian Masyarakat 5, no. 4 (2023): 1452. http://dx.doi.org/10.20527/btjpm.v5i4.9391.

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Hingga saat ini, masih terdapat generasi Z di Kampung Kedung Halang Serikat yang belum mendapat arahan untuk terlibat dalam kegiatan yang menstimulasi perkembangan kreativitas mereka. Sebagian besar dari mereka menggunakan waktu senggang untuk berinteraksi sosial dalam lingkup virtual, termasuk di media sosial, bermain game, dan aktivitas lain yang tidak lepas dari gadget atau gawai. Merujuk pada kondisi tersebut, tim Pengabdian kepada Masyarakat (PkM), yang diprakarsai oleh Fakultas Seni Rupa dan Desain (FSRD) Universitas Trisakti, memutuskan untuk mengadakan pelatihan yang bertujuan untuk me
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DISHARI, NEOGY. "HUMAN ZOO: THE HEGEMONIZATION OF 'GAZE." International Journal of Arts and Social Science 4, no. 5 (2023): 26–29. https://doi.org/10.5281/zenodo.7743659.

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Most people of our generation is completely unaware of the existence of human zoos and the human exhibits who performed in them. This paper will delve deep in to the pathetic trajectory of their lives and how they became part of these ‘freak shows’, which once entertained millions of people over the world. This article will spot light on these mitigated and insignificant characters of human history, who were denied portrayal and life for the other half’s betterment. Their negotiation of identities, their displacement, their marginalization, their generalization and their even
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Bourscheid, Ana Paula, and André Fagundes Pase. "Purposeful game Super Gotinha vs Desinformação: estratégia informativa e pedagógica de combate à desinformação sobre vacinas." RECIIS 19, no. 1 (2025): e4312. https://doi.org/10.29397/reciis.v19i1.4312.

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Este estudo consiste em uma pesquisa aplicada que objetiva apresentar possibilidades para frear a desinformação que envolve a vacinação, a partir do desenvolvimento do purposeful game Super Gotinha vs Desinformação e da verificação de experiência dos seus jogadores. O produto foi testado por 51 estudantes que integram a faixa etária da educação de jovens e adultos e que, ao longo das suas experiências de jogabilidade, demonstraram que são grupos específicos que apresentam interesse tanto pela vacinação quanto pela narrativa dos purposeful games. Destaca-se o grupo de mulheres que têm filhos e
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Klata, Nikodem. "Gale freak fight — od patostreamingu do najszybciej rozwijających się programów streamingowych. Czy media zdominuje kultura przemocy i upokorzenia?" Dziennikarstwo i Media 20 (May 10, 2024): 83–89. http://dx.doi.org/10.19195/2082-8322.20.6.

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Kultura dziwactw to pojęcie niejednoznaczne, które nie funkcjonuje jako konkretna kategoria znaczeniowa. Jest to kultura fascynacji odmiennością, a przede wszystkim jej ekspozycji. Rozwijała się na przestrzeni wieków, dopasowując swoje kategorie do konkretnych epok, nieustannie zmieniając katalog przynależności do niej. Kultura dziwactw rządzi się powielanymi mechanizmami i schematami, które leżą u podstaw jej istnienia i pozwalają na jej identyfikację. Współcześnie kultura dziwactw jest jednym z nieodłącznych elementów przestrzeni medialnej, a niekontrolowana i zlekceważona może stać się powa
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Silva, Reinaldo Pereira da. "Cinema and Dignity: The Depiction of Individuals with Dwarfism in Film Productions and its Impact on Legal Interpretation." International Journal of Recent Advances in Multidisciplinary Topics 5, no. 8 (2024): 7–14. https://doi.org/10.5281/zenodo.13306221.

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This article examines the evolution of representations of people with dwarfism in cinema, from negative stereotypes and comedic portrayals to more respectful and complex depictions. Initially, films from the early 20th century dehumanized these individuals, casting them in comedic and bizarrely fantastical roles. The analysis focuses on films such as Freaks (1932), which, despite attempting to humanize its characters, reinforced stereotypes of monstrosity. The study aims to understand how these representations influence public perception and policies related to the rights of people with dwarfi
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Waseda, T., K. In, K. Kiyomatsu, H. Tamura, Y. Miyazawa, and K. Iyama. "Predicting freakish sea state with an operational third generation wave model." Natural Hazards and Earth System Sciences Discussions 1, no. 6 (2013): 6257–89. http://dx.doi.org/10.5194/nhessd-1-6257-2013.

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Abstract. Understanding of freak wave generation mechanism has advanced and the community has reached to a consensus that spectral geometry plays an important role. Numerous marine accident cases were studied and revealed that the narrowing of the directional spectrum is a good indicator of dangerous sea. However, the estimation of the directional spectrum depends on the performance of the third generation wave model. In this work, a well-studied marine accident case in Japan in 1980 (Onomichi–Maru incident) is revisited and the sea states are hind-casted using both the DIA and SRIAM nonlinear
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Barker, Fred G. "Phineas among the phrenologists: the American crowbar case and nineteenth-century theories of cerebral localization." Journal of Neurosurgery 82, no. 4 (1995): 672–82. http://dx.doi.org/10.3171/jns.1995.82.4.0672.

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✓ In 1848, Mr. Phineas Gage suffered destruction of his left frontal lobe in a unique fashion: passage of a metal rod through his head after a freak explosion. His change in character after the accident is the index case for personality change due to frontal lobe damage. Yet, from 1848 to 1868, it was widely believed among American physicians that he was mentally intact. The case was used as evidence against phrenology, a crude precursor of modern cerebral localization theories. The two original reports of the case by Drs. John Harlow (Gage's physician) and Henry J. Bigelow show subtle differe
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Dissertations / Theses on the topic "Game Freak"

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Milbrodt, Teresa. "BEWARE THE BEARDED WOMAN: FREAKS, THE FEMALE BODY, AND NON-RECOGNITION." Bowling Green State University / OhioLINK, 2006. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1151132318.

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De, Beer Elizabeth Maria. "Die frats as eksotiese objek : hibriditeit in Jane Alexander se installasiekunswerk African Adventure / Elizabeth Maria de Beer." Thesis, 2014. http://hdl.handle.net/10394/11012.

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This dissertation presents an investigation into the notion of the freak in the guise of exotic characters as these appear in the strange creature-figures in Jane Alexander’s (b. 1959) installation artwork African Adventure (1999-2002). The installation artwork reveals issues pertaining to the way in which the exotic nature of the freak is made manifest in its hybrid spatio-temporal nature, with reference also to the understanding that freaks are often presented as strange yet awesome consumer objects. Alexander’s view of art and her oeuvre are contextualised within the South African milieu wh
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Books on the topic "Game Freak"

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Fatsis, Stefan. Word Freak. Houghton Mifflin Trade and Reference, 2004.

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Fatsis, Stefan. Word freak: Heartbreak, triumph, genius, and obsession in the world of competitive scrabble players. Houghton Mifflin Co., 2001.

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Fatsis, Stefan. Word freak: Heartbreak, triumph, genius and obsession in the world of competitive Scrabble players. Yellow Jersey, 2001.

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BradyGames. Bio Freaks: Official Strategy Guide. BradyGames, 1998.

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Game Freak. CreateSpace Independent Publishing Platform, 2013.

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Fatsis, Stefan. Word Freak. Penguin, 2001.

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Fatsis, Stefan. Word Freak: Heartbreak, Triumph, Genius, and Obsession in the World of Competitive Scrabble Players. Houghton Mifflin, 2001.

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Fatsis, Stefan. Word Freak: Heartbreak, Triumph, Genius, and Obsession in the World of Competitive Scrabble Players. Houghton Mifflin Harcourt Publishing Company, 2001.

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Fatsis, Stefan. Word Freak: Heartbreak, Triumph, Genius, and Obsession in the World of Competitive Scrabble Players. Houghton Mifflin Harcourt Trade & Reference Publishers, 2001.

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Press, Pixel Dreams. CONTROL FREAK: School Notebook Video Game Player Boys Gift 8.5x11 Wide Ruled. Independently Published, 2019.

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Book chapters on the topic "Game Freak"

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Kirkpatrick, Graeme. "Game Addicted Freaks." In The Formation of Gaming Culture. Palgrave Macmillan UK, 2015. http://dx.doi.org/10.1057/9781137305107_5.

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Hutchinson, Rachael. "For the Love of Monsters: Yōkai and Colonialism in Japanese Games." In Monstrosity in Games and Play. Amsterdam University Press, 2025. https://doi.org/10.5117/9789463725682_ch02.

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This chapter examines how the Japanese game industry has leveraged monsters (yōkai) to promote sales, belying deeper cultural meanings of colonialism and modernization. I compare monster clas-sifications in Pokémon (Game Freak, 1995–ongoing), Monster Hunter (Capcom, 2004–ongoing), and Yo-kai Watch (Level 5, 2013–ongoing) with Japanese role-playing games like Final Fantasy (Square, 1987–ongoing). Monsters provide a resource-gathering, skill-increasing gameplay loop, with inventories evoking Enlightenment rationalism. Digital games are placed in the context of analogue antecedents and historical
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Pérez-Gómez, Miguel Ángel. "Augmented Reality and Franchising." In Advances in Business Strategy and Competitive Advantage. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-3119-8.ch007.

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In 1996, with the advent of video game franchises like Pokemon (Game Freak, 1996-), the concept of media mix (originally a Japanese concept that refers to the communicative strategies in which media content is spread across multiple platforms) began to take off. However, media mix is not exclusively limited to Japanese productions. In 2009, Novarama, in collaboration with Sony Computer Entertainment Europe, launched the Spanish Augmented Reality video game Invizimals. A decade later, this universe has notably expanded across different platforms, evolving considerably from its original format:
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Stahlke, Samantha, and Pejman Mirza-Babaei. "Control Freaks." In The Game Designer's Playbook. Oxford University PressOxford, 2022. http://dx.doi.org/10.1093/oso/9780198845911.003.0005.

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Abstract This chapter explores how players communicate their intentions to a game through its input. Different means of input are explored, including direct interaction with a physical controller, or navigating a virtual interface. Design principles, such as consistency, logically mapping controls to their function, and constraining player action where necessary, are applied to define what makes a control scheme successful. The specific challenges of various control paradigms, such as the difference between first- and third-person games, are also explored. This chapter also includes some advic
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Gerdsen, Jenna. "Disornamentation." In Freak Inheritance. Oxford University PressNew York, 2024. http://dx.doi.org/10.1093/oso/9780197691120.003.0016.

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Abstract This chapter looks at the works of the contemporary Asian American playwright Lloyd Suh and disabled, multimedia Japanese artist Mari Katayama and examines their twenty-first-century interpretation of the nineteenth-century gaze upon Afong Moy, commonly exhibited as The Chinese Lady. Suh’s play The Chinese Lady dramatizes Afong Moy’s time in America as an indentured performer and Katayama’s self-portrait photographs of her amputated legs and cleft hand evoke the historical staging of Afong Moy. These representations of disabled Asian women exemplify Anne Anlin Cheng’s theory of Orname
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Gerber, David A. "Rest in Peace, Charles Byrne?" In Freak Inheritance. Oxford University PressNew York, 2024. http://dx.doi.org/10.1093/oso/9780197691120.003.0007.

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Abstract It isn’t often that the deathbed wishes of an obscure eighteenth-century Irish peasant who barely lived twenty-two years become a matter for intense contemporary public ethical debate or international media attention. Such is the case with the instructions that Charles Byrne (1761–1783), the publicly exhibited “Irish Giant,” gave his friends, as he lay dying in shabby rooms in London in 1783. Byrne told them that he wanted to be buried at sea in a leaded coffin that would sink irretrievably to the ocean floor, there to be left alone and never to be a spectacle again. Byrne is still wa
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Payne, Leah. "“Jesus Freaks”." In God Gave Rock and Roll to You. Oxford University PressNew York, 2024. http://dx.doi.org/10.1093/oso/9780197555248.003.0006.

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Abstract Chapter 5 demonstrates how Contemporary Christian Music’s biggest youth-group bands created a post–Cold War soundscape for conservative white evangelical social action in the 1990s. Utilizing Billy Graham’s longstanding media networks and energized by fresh articulations of end-times urgency, CCM became the musical accompaniment for evangelical public action. Youth-group bands provided rock-centric articulations of white evangelical ideals, fueled by an expansive network of white evangelical denominations, parachurch organizations, media makers, and activists. For some of the young pe
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Terrones, Lettycia. "Praxis of Refusal: Self-Fashioning Identity and Throwing Attitude in Pérez’s The First Rule of Punk." In Nerds, Goths, Geeks, and Freaks. University Press of Mississippi, 2020. http://dx.doi.org/10.14325/mississippi/9781496827456.003.0003.

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Teresa Covarrubias’s performance at Plaza de la Raza in Lincoln Heights epitomizes the act of refusing that which has been refused to you. Covarrubias invites all the other misfits, all the other “kids like me,” to not capitulate to a gaze that would otherwise define and confine possibilities for Chicanx youth expression. María Luisa O’Neill-Morales (Malú,) the narrator of Celia C. Pérez’s The First Rule of Punk, finds affinity in the figure of Teresa Covarrubias. Malú’s interrogation of her complex bicultural heritage, and her eventual self-fashioning of an integrated identity activates the p
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McWilliam, Rohan. "Curiosity." In London's West End. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780198823414.003.0006.

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‘Curiosity’ explores the varied world of exhibitions in the West End. The district became home to a variety of popular exhibitions that stood side-by-side with sites of ‘official’ art and culture such as the new National Gallery in Trafalgar Square. The West End visitor could enjoy spectacular panoramas, which dazzled the eye, or poses plastiques where models made classical paintings come to life. There were also freak shows and events where non-white peoples were placed on exhibition. These included the Hottentot Venus and the Aztec Lilliputians. Exhibition-mania was particularly centred on L
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Vogel, Joseph. "Introduction." In James Baldwin and the 1980s. University of Illinois Press, 2018. http://dx.doi.org/10.5622/illinois/9780252041747.003.0001.

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This introduction provides an overview of James Baldwin’s work in the 1980s and why it has been overlooked. Against the conventional narrative of Baldwin’s “decline,” a fresh look at his late work reveals a still-razor-sharp, provocative writer who, with the benefit of hindsight, holds up as one of the most prescient observers of the post-civil rights landscape. Indeed, while Baldwin is most often associated with earlier historical moments, he remained prolific in his final decade, publishing his most ambitious novel in 1979 (Just Above My Head), several noteworthy essays and articles (includi
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Conference papers on the topic "Game Freak"

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Fukasawa, Masaya, and Masashi Yamada. "Impressions of Musical Pieces in the Pokémon Series." In 15th International Conference on Applied Human Factors and Ergonomics (AHFE 2024). AHFE International, 2024. http://dx.doi.org/10.54941/ahfe1004995.

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In recent years, Japanese anime and video games have been highly regarded as a part of Cool Japan content. Among them, a video game series Pokémon is standing out as globally famous content. The Pokémon series is a role-playing game developed by Game Freak Inc. and sold by The Pokémon Company. It has been popular since the release of Pokémon Red/Green in 1997, with many titles being released up to the latest. Throughout its long history, one of the important factors that has kept Pokémon popular is music.In a previous study, the character design of monsters was investigated, but there was no i
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Silva, Adriano Ananias da, Jeane Caroline Da Silva Melo, and Josealdo Tonholo. "ESTUDO PROSPECTIVO DO USO DE RESÍDUOS AGRÍCOLAS NA PRODUÇÃO DE NOVAS TECNOLOGIAS: O DESENVOLVIMENTO SUSTENTÁVEL EM FOCO." In II Congresso On-line Internacional de Sustentabilidade. Revista Multidisciplinar de Educação e Meio Ambiente, 2021. http://dx.doi.org/10.51189/rema/2075.

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Introdução: A enorme produção agrícola global gera também uma enorme produção de biomassa residual estimada em cerca de 140 Gt por ano. Essa imensa quantidade de resíduos acarreta problemas ambientais por disposição inadequada, podendo ocasionar sérios problemas de saúde pública. Nesse sentido, a preocupação com os impactos ambientais negativos e a necessidade do desenvolvimento sustentável têm impulsionado a valorização dos resíduos agrícolas como matérias-primas alternativas na obtenção de diversos produtos, desde energia à insumos químicos. Objetivo: Mapear, através de estudo patentário, o
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