Kpop References in League of Legends
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Soft Power Meets Media Imperialism
SOFT POWER MEETS MEDIA IMPERIALISM Modern Korean Society Clark W. Sorensen Decembere 6, 216 Types of Hallyu Media and Audience ¨ K-Drama—disseminated through conventional mass-media (TV) mostly to Japan, China, Taiwan, and Vietnam ¤ Audience—tends to be middle-aged female ¤ Writers—tend to be female ¤ Motivation of audience—Asian emotion and values, information about new lifestyles and problems? ¨ K-Cinema—DVD and film festivals ¤ Audience? ¤ Directors—mostly males, finance internationally syndicated ¤ Motivation of audience—high quality Asian entertainment, same or different from drama? ¨ K-Pop ¤ Audiences—teenyboppers in Asia, and amongst Asian Americans and Asian Europeans, middle-aged Koreans—goes beyond Sinitic world ¤ Makers—entertainment companies (JYP, SM) ¤ Motivation of audience—race, glamour, sex, consumption, modernity? Soft Power? ¨ Soft power—the influence (power?) that comes through others’ attraction to one’s values, styles, way of life (>Joseph Nye) ¤ Classic example—the dominance of Hollywood, American pop music, American fashion ¤ Attractiveness of culture, political values, foreign policy ¨ Who plays above their weight? ¤ Canada, Netherlands, Scandinavia Can Soft Power Deliberately be Fostered ¨ National Committee on National Branding ¤ Attract foreign students to universities—but lectures have to be in English ¤ Increase Korean overseas development assistance ¤ Increased presence in international media? ¤ Host international events (Olympics, Asian Games, G-20) Can Hallyu Increase South Korea’s Soft Power? ¨ Financing -
Azael League Summoner Name
Azael League Summoner Name Ill-gotten Lou outglaring very inescapably while Iago remains prolificacy and soaring. Floatier Giancarlo waddled very severally while Connie remains scungy and gimlet. Alarmed Keenan sometimes freaks any arborization yaw didactically. Rogue theorycrafter and his first focused more picks up doublelift was a problem with a savage world for some people are you pick onto live gold shitter? Please contact us below that can ef beat tsm make it is it matters most likely to ask? Dl play point we calculated the name was. Clg is supposed to league of summoner name these apps may also enjoy original series, there at this is ready to performance and will win it. Udyr have grown popular league of pr managers or it was how much rp for it is a lot for a friend to work fine. Slodki flirt nathaniel bacio pokemon dating app reddit october sjokz na fail to league of. Examine team effectiveness and how to foster psychological safety. Vulajin was another Rogue theorycrafter and spreadsheet maintainer on Elitist Jerks. Will it ever change? Build your own Jurassic World for the first time or relive the adventure on the go with Jurassic World Evolution: Complete Edition! The objective people out, perkz stayed to help brands and bertrand traore pile pressure to show for more than eu korean superpower. Bin in high win it can be. Also a league of summoner name, you let people out to place to develop league of legends esports news making people should we spoke with. This just give you doing. Please fill out the CAPTCHA below and then click the button to indicate that you agree to these terms. -
Fenomén K-Pop a Jeho Sociokulturní Kontexty Phenomenon K-Pop and Its
UNIVERZITA PALACKÉHO V OLOMOUCI PEDAGOGICKÁ FAKULTA Katedra hudební výchovy Fenomén k-pop a jeho sociokulturní kontexty Phenomenon k-pop and its socio-cultural contexts Diplomová práce Autorka práce: Bc. Eliška Hlubinková Vedoucí práce: Mgr. Filip Krejčí, Ph.D. Olomouc 2020 Poděkování Upřímně děkuji vedoucímu práce Mgr. Filipu Krejčímu, Ph.D., za jeho odborné vedení při vypracovávání této diplomové práce. Dále si cením pomoci studentů Katedry asijských studií univerzity Palackého a členů české k-pop komunity, kteří mi pomohli se zpracováním tohoto tématu. Děkuji jim za jejich profesionální přístup, rady a celkovou pomoc s tímto tématem. Prohlášení Prohlašuji, že jsem diplomovou práci vypracovala samostatně s použitím uvedené literatury a dalších informačních zdrojů. V Olomouci dne Podpis Anotace Práce se zabývá hudebním žánrem k-pop, historií jeho vzniku, umělci, jejich rozvojem, a celkovým vlivem žánru na společnost. Snaží se přiblížit tento styl, který obsahuje řadu hudebních, tanečních a kulturních směrů, široké veřejnosti. Mimo samotnou podobu a historii k-popu se práce věnuje i temným stránkám tohoto fenoménu. V závislosti na dostupnosti literárních a internetových zdrojů zpracovává historii žánru od jeho vzniku až do roku 2020, spolu s tvorbou a úspěchy jihokorejských umělců. Součástí práce je i zpracování dvou dotazníků. Jeden zpracovává názor české veřejnosti na k-pop, druhý byl mířený na českou k-pop komunitu a její myšlenky ohledně tohoto žánru. Abstract This master´s thesis is describing music genre k-pop, its history, artists and their own evolution, and impact of the genre on society. It is also trying to introduce this genre, full of diverse music, dance and culture movements, to the public. -
League of Legends and the Sentimental Education of E-Sports
Georgia State University ScholarWorks @ Georgia State University Communication Theses Department of Communication 12-18-2013 Practicing Work, Perfecting Play: League of Legends and the Sentimental Education of E-Sports Neal C. Hinnant Follow this and additional works at: https://scholarworks.gsu.edu/communication_theses Recommended Citation Hinnant, Neal C., "Practicing Work, Perfecting Play: League of Legends and the Sentimental Education of E-Sports." Thesis, Georgia State University, 2013. https://scholarworks.gsu.edu/communication_theses/102 This Thesis is brought to you for free and open access by the Department of Communication at ScholarWorks @ Georgia State University. It has been accepted for inclusion in Communication Theses by an authorized administrator of ScholarWorks @ Georgia State University. For more information, please contact [email protected]. PRACTICING WORK, PERFECTING PLAY: LEAGUE OF LEGENDS AND THE SENTI- MENTAL EDUCATION OF E-SPORTS by NEAL HINNANT Under the Direction of Ted Friedman ABSTRACT A growing force in the culture of digital games fandom, e-sports represents the profes- sionalization of digital games play. This thesis examines League of Legends , a prominent game in e-sports, to understand the relationship between e-sports and the ideology of neoliberal eco- nomics. Using Clifford Geertz’s descriptions of sentimental education as a model, the author ar- gues that League of Legends and other e-sports texts create an environment where neoliberal economic values can be practiced and explored in a meaningful space. The game as text, the cul- ture of e-sports fandom, and the e-sports broadcasting industry are all examined to reveal the ways that e-sports fosters a space to both practice neoliberal values and potentially question them through the conflicting values of Web culture. -
Game Narrative Review
Game Narrative Review Name: Brenda Challender School: DigiPen Institute of Technology Email: [email protected] Month/Year Submitted: December 2013 Game Title: League of Legends Platform: PC Genre: Multiplayer Online Battle Arena (MOBA) Release Date: October 27, 2009 Developer: Riot Games Publisher: Riot Games Design Director: Tom Cadwell Lead Designer: Christina Norman Overview The narrative in League of Legends is centered primarily around the interactions between various factions in the continent of Valoran, though individual Champions do have an impact on those interactions. This conflict is driven by the archetypal struggle between light and dark, embodied most prominently through two of Valoran's most powerful city-states, Demacia and Noxus, though other factions also play important roles. Warfare has been a part of Runeterra, the world in which the game takes place, since ancient times. These skirmishes – between city-states, as in present day, or warring tribes, as in the past – have always been augmented with the use of powerful magic. The use of magic in these battles, as discovered in recent centuries, has taken its toll on the land, altering the landscape, and causing phenomena such as violent, magically charged storms. Out of fear that another war would cause irreparable damage to Runeterra, some of Valoran's most powerful sorcerers created an organization, the 'League of Legends', to serve as a battle ground for settling disputes. Characters League of Legends currently boasts 117 unique Champions, each with their own allegiance and motivations, but since the overarching narrative of the game is focused on the conflicts between the world's factions, this section will cover the most influential groups, rather than specific individuals. -
Game Narrative Review.Docx
Game Narrative Review ==================== Your name: Mayla Qi Your school: Indiana University Bloomington Your email: [email protected] Month/Year you submitted this review: April 2021 ==================== Game Title: League of Legends Platform: PC Genre: Multiplayer Online Battle Arena (MOBA) Release Date: October 2009 Developer: Riot Games Publisher: Riot Games; Garena Game Writer/Creative Director/Narrative Designer: Marc Merrill; Brandon Beck Overview League of Legends started with a story. A clear-cut tale of misty-cloaked Summoners who possessed the power to call upon one of many legendary champions to battle in their name. The origins and the tales of these champions were obscure and filled with mystery. Besides giving “Summoners” a satisfactory feel for the champions they could play, their stories remained in the background of the player experience and lingered neatly on the sidelines of what the original story had to offer. Back in 2009, League of Legends started with a story—but in the 12 years since its launch, it has exploded into a universe. A universe that boasts of furry, poison-darting gremlins, ancient resurrected gods, treacherous orange-devouring pirates and enslaved star-forgers so powerful that they hold universes within the palms of their hands. League of Legends has long departed from its initial focus on the Summoner. Champions are no longer simply “Legends”, mythical beings of greatness that we do not truly understand—they now stand as living, breathing characters whose identities and backgrounds are now within the players’ reach. This type of storytelling—where the book never closes on any one chapter, where there is a constantly growing universe of character-driven stories—is unique. -
ESL Gaming Announces Return of the Northern League of Legends
ESL Gaming Announces Return of the Northern League of Legends Championship Northern Europe’s Top League of Legends Tournament Will Return in January 2021 STOCKHOLM/COLOGNE/NEW YORK — ESL Gaming today announced the return of the Northern League of Legends Championship (NLC) in 2021, beginning with the start of the Spring Split on January 19, 2021. The Spring Split will feature a total of 1 million SEK in prize money and support to the participating teams. NLC launched earlier this year as the new Northern European Tournament in Riot Games’ highly-popular, competitive, and fast-paced, action-strategy game, operated by ESL Gaming through the DreamHack brand. The inaugural season, which was completed in August 2020, was won by Fnatic Rising as they defeated the Norwegian team Riddle Esports in a thrilling grand final. Both teams have now returned to fight for the title and the chance to compete in the European Masters alongside the top teams from other European League of Legends leagues. 2021 NLC Dates January 19, 2021: The NLC 2021 Spring Split begins with a group stage spanning across five weeks of competition. All participating teams will play two games per week, with live broadcasts available Tuesday through Thursday at 7 pm CET each day. March 2-21 2021: Four teams from each group will advance to playoffs, March 2-21 2021. March 22-24, 2021:The relegation series, where the top two teams from the Telia Esports Series Masters are set to face off with the two lowest ranked teams from the NLC, The two winning teams of the relegation series will secure their spots in the NLC 2021 Summer Split. -
League of Legends Installation Packet
League of Legends Installation Packet 02 Installing League of Legends Starting a Tournament Draft for Your 05 Students to Scrimmage System Requirements and IT 10 Considerations Riot Games Repair Tools for 20 Troubleshooting Additional Softwares Needed for 22 Competition Resources from One District’s Journey: 24 Key Considerations Games © Samueli Foundation | North America Scholastic Esports Federation Installing League of Legends © Samueli Foundation | North America Scholastic Esports Federation 2 How to Install League of Legends 1. Visit the League of Legends website, or paste the link below into your internet browser a. https://play.na.leagueoflegends.com/en_US → Select ‘Play for Free’ 2. After selecting ‘Play for Free,’ you will be prompted to create an account a. An account will need to be created to complete any patching* of the game. If you already have an account, move onto the next step (page 5) i. To create an account, you will need to submit an email, date of birth, username** and password 1. Note: You will also need to create a ‘Summoner Name’ when you log into the downloaded software a. What is the difference between username** and ‘Summoner Name’? i. Your ‘Summoner Name’ is what your friends will see in-game. This is the name that you will be known by on screen and on your friends' buddy lists. Unlike usernames, your summoner name can be changed whenever you like. This change will not affect your username or the way you log in. 2. What is patching? A patch is a set of changes to a computer program or its supporting data designed to update, fix, or improve it. -
Esports Impact Study
0 ESPORTS INDUSTRY ASSESSMENT TABLE OF CONTENTS CONTENTS TABLE OF CONTENTS .............................................................................. 1 1. INTRODUCTION ................................................................................. 2 2. ESPORTS ECOSYSTEM ........................................................................ 4 2.1 ABOUT THE GEORGIA ECOSYSTEM ............................................................ 4 2.2 KEY PLAYERS ............................................................................................. 8 2.3 EVENTS ..................................................................................................... 8 2.4 VENUES .................................................................................................. 10 2.5 HIGH SCHOOL AND COLLEGE ESPORTS .................................................... 12 3. ESPORTS INDUSTRY ......................................................................... 14 3.1 INDUSTRY DEFINITION AND DESCRIPTION ............................................... 14 3.2 COMPETITIVE LANDSCAPE....................................................................... 16 3.3 OTHER KEY STATISTICS ............................................................................ 17 4. CONCLUSION .................................................................................. 18 5. APPENDIX - ABOUT THE GEORGIA TECH, ENTERPRISE INNOVATION INSTITUTE ........................................................................................... 19 1 ESPORTS INDUSTRY ASSESSMENT -
Lincos: Design of a Language for Cosmic Intercourse
LINCOS DESIGN OF A LANGUAGE FOR COSMIC INTERCOURSE PART I Dr. HANS FREUDENTHAL Profemor of Mathematics University of Utrecht 1960 NORTH -HOLLAND PUB LI SHING COMPANY AMSTERDAM INTRODUCTION 0 01. Scientists, artists and artisans tend to develop a terminology of their own. They use common language as a vernacular that will be enriched, impoverished. and modified in order to serve special purposes. The trans- formation may affect not only the vocabulary but also the syntax of the vernacular, though essential syntactical modifications are rather unusual. It is certain, though far from generally admitted, that the meaning of a linguistic term should be determined by its contexts, it is a matter of fact that there cannot be any reasonably uniform opinion about the meaning of a word, if people cannot agree about the truth of the majority of contexts in which the word occurs. It is a common historical feature of many sciences, that their first representatives tried to create a terminology before the stock of known facts was large enough to provide a sufficiently large context for the elements of that terminology. Even now this is a serious drawback for philosophy and the arts. When people do not under- stand each other, this is usually said to be because ‘they speak different languages’. This may be correct as long as “understanding” means a mere linguistic phenomenon. If understanding means intelligence, one may posit the inverse thesis with at least as much justification: People speak different languages because they do not understand each other. (Note that the word language has here a rather unusual meaning.) As long as there is no reasonable agreement about facts and terminology among those who work in a given field, it seems wise to stick as closely as possible to the vernacular, and not to create any new term until it has become possible to define it in a satisfactory way by a sufficiently rich context. -
Postmaster and the Merton Record 2019
Postmaster & The Merton Record 2019 Merton College Oxford OX1 4JD Telephone +44 (0)1865 276310 www.merton.ox.ac.uk Contents College News Edited by Timothy Foot (2011), Claire Spence-Parsons, Dr Duncan From the Acting Warden......................................................................4 Barker and Philippa Logan. JCR News .................................................................................................6 Front cover image MCR News ...............................................................................................8 St Alban’s Quad from the JCR, during the Merton Merton Sport ........................................................................................10 Society Garden Party 2019. Photograph by John Cairns. Hockey, Rugby, Tennis, Men’s Rowing, Women’s Rowing, Athletics, Cricket, Sports Overview, Blues & Haigh Awards Additional images (unless credited) 4: Ian Wallman Clubs & Societies ................................................................................22 8, 33: Valerian Chen (2016) Halsbury Society, History Society, Roger Bacon Society, 10, 13, 36, 37, 40, 86, 95, 116: John Cairns (www. Neave Society, Christian Union, Bodley Club, Mathematics Society, johncairns.co.uk) Tinbergen Society 12: Callum Schafer (Mansfield, 2017) 14, 15: Maria Salaru (St Antony’s, 2011) Interdisciplinary Groups ....................................................................32 16, 22, 23, 24, 80: Joseph Rhee (2018) Ockham Lectures, History of the Book Group 28, 32, 99, 103, 104, 108, 109: Timothy Foot -
Pathways to the International Market for Indigenous Screen Content: Success Stories, Lessons Learned from Selected Jurisdic- Tions and a Strategy for Growth
Pathways to the International Market for Indigenous Screen Content: Success Stories, Lessons Learned From Selected Jurisdic- tions and a Strategy For Growth PREPARED FOR SUBMITTED BY imagineNATIVE Maria De Rosa 401 Richmond St. West, Suite 446 Marilyn Burgess Toronto, Ontario M5V 3A8 Communications MDR 503 Victoria Avenue Westmount, Québec H3Y 2R3 www.communicationsmdr.com December 5, 2018 1 Pathways to the International Market for Indigenous Screen Content Contents ACKNOWLEDGEMENTS ............................................................................................... 2 FOREWORD ................................................................................................................... 3 INTRODUCTION ............................................................................................................. 4 I. THE NEW CONTEXT: A RISING TIDE OF INDIGENOUS PRODUCTION ................. 6 II. SUCCESS STORIES: CASE STUDIES OF CANADIAN AND INTERNATIONAL FILMS, TELEVISION PROGRAMS AND DIGITAL MEDIA .......................................... 14 III. LESSONS LEARNED FROM THE SUCCESS OF INTERNATIONAL INDIGENOUS SCREEN CONTENT ..................................................................................................... 43 IV. PATHWAYS TO THE INTERNATIONAL MARKET FOR CONSIDERATION BY THE INDIGENOUS SCREEN SECTOR IN CANADA ................................................... 57 ANNEX 1: SELECTED BIBLIOGRAPHY ..................................................................... 71 ANNEX 2: SUMMARY OF RESULTS OF ON-LINE QUESTIONNAIRE