title: The 'dominant effect' of games: Content vs. medium

authors: Schott, Gareth R.

subjects: Classification

abstract: Digital games receive an age-restriction rating based on the depiction of harmful content and its possible impact on players. Following on from film, the relationship between media content and its psychological impact on audiences is assumed to be further heightened by the interactive nature of the medium as it makes players responsible for constructing the moving-image on screen. While classification processes continue to serve as an exercise in caution, there remains little evaluation of a particular rating decision’s accuracy via any subsequent examination of the interactions between player and game text. This paper argues for the benefits of researched accounts detailing the interactive experience of games for its capacity to challenge public understanding of the medium. In doing so, the paper will introduce a research design that is currently being employed to achieve an understanding of player experiences. The intention is to produce an empirically validated model of media ‘usage,’ capable of accounting for the ‘actual’ experience of play and the ways game texts are activated under the agency of players once they enter everyday life and culture.

text: The 'dominant effect' of games: Content vs. medium Digital games receive an age-restriction rating based on the depiction of harmful content and its possible impact on players. Following on from film, the relationship between media content and its psychological impact on audiences is assumed to be further heightened by the interactive nature of the medium as it makes players responsible for constructing the moving-image on screen. While classification processes continue to serve as an exercise in caution, there remains little evaluation of a particular rating decision’s accuracy via any subsequent examination of the interactions between player and game text. This paper argues for the benefits of researched accounts detailing the interactive experience of games for its capacity to challenge public understanding of the medium. In doing so, the paper will introduce a research design that is currently being employed to achieve an understanding of player experiences. The intention is to produce an empirically validated model of media ‘usage,’ capable of accounting for the ‘actual’ experience of play and the ways game texts are activated under the agency of players once they enter everyday life and culture.

year: 2013

title: Cycloaurated GoId (III) complexes- Possible alternatives to cisplatin?

authors: Kilpin, Kelly Joan

subjects: chemistry

abstract: The serendipitous discovery of the anti-tumour activity of cisplatin [cis-PtCI₂(NH₃)₂] in 1969 has led to increased interest in the development of new metal-based anti-cancer drugs. However, regardless of the large numbers of new metal-containing compounds generated, many of which demonstrate anti-tumour activity, cisplatin still remains one of the most widely used anti-tumour drugs in the western world.

text: Cycloaurated GoId (III) complexes- Possible alternatives to cisplatin? The serendipitous discovery of the anti-tumour activity of cisplatin [cis-PtCI₂(NH₃)₂] in 1969 has led to increased interest in the development of new metal-based anti-cancer drugs. However, regardless of the large numbers of new metal-containing compounds generated, many of which demonstrate anti-tumour activity, cisplatin still remains one of the most widely used anti-tumour drugs in the western world.

year: 2009-07

title: Life in a clinical diploma course

authors: Paterson, Keriata

subjects: Maori

abstract: This paper focuses on the author’s experience of a Clinical Diploma programme. The author is a Maori woman who is in her second year of a three year post-graduate Clinical Diploma programme. The paper includes comment on the cultural focus of content, culture conflicts and areas where the programme might be improved for Maori students.

text: Life in a clinical diploma course This paper focuses on the author’s experience of a Clinical Diploma programme. The author is a Maori woman who is in her second year of a three year post-graduate Clinical Diploma programme. The paper includes comment on the cultural focus of content, culture conflicts and areas where the programme might be improved for Maori students.

year: 1993