Online Gaming in India: Reaching a New Pinnacle
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The Gamer Jump by Cthulhu Fartagn and SJ-Chan Ver 1.1
The Gamer Jump By cthulhu fartagn and SJ-Chan Ver 1.1 Welcome to Korea. It’s not the Korea you are familiar with but it is close enough to the reality for many people. Not so for those who are a part of the Abyss. The Abyss is the generic term for the secret supernatural world hidden from the eyes of normal humans. Within the Abyss, magic is real, as are ancient clans of supernaturally empowered martial artists, and cults devoted to the exploitation of life for the sake of profit. Thankfully, normal humans are protected from these harsh supernatural effects by Gaia, the sentient planet known to many as Earth. Should someone who has entered the Abyss try to use their powers overtly in the normal world, then Gaia will take steps to ensure that they are removed, maintaining this masquerade. It is for this reason that members of the Abyss may call out to Gaia, offering token amounts of mana or chi to create Illusion Barriers, temporary enclosed areas that mirror the world itself but are devoid of any “normal” inhabitants. Within these Illusory Worlds members of the Abyss fight, struggle, deceive and parlay with one another, maintaining a tenuous balance of terrifying supernatural powers that operate on a global scale. The reasons one enters the Abyss are myriad. Some are born into ancient clans and must fight to defend their families status and honor. Others wander by happenstance into an illusion barrier and uncover the secret nature of the world. Still others are kidnapped by unscrupulous people and used as batteries or sacrifices for arcane workings. -
Intercultural Perspective on Impact of Video Games on Players: Insights from a Systematic Review of Recent Literature
EDUCATIONAL SCIENCES: THEORY & PRACTICE eISSN: 2148-7561, ISSN: 2630-5984 Received: 28 November 2019 Revision received: 16 December 2019 Copyright © 2020 JESTP Accepted: 20 January 2020 www.jestp.com DOI 10.12738/jestp.2020.1.004 ⬧ January 2020 ⬧ 20(1) ⬧ 40-58 Review article Intercultural Perspective on Impact of Video Games on Players: Insights from a Systematic Review of Recent Literature Elena Shliakhovchuk Adolfo Muñoz García Universitat Politècnica de València, Spain Universitat Politècnica de València, Spain Abstract The video-game industry has become a significant force in the business and entertainment world. Video games have become so widespread and pervasive that they are now considered a part of the mass media, a common method of storytelling and representation. Despite the massive popularity of video games, their increasing variety, and the diversification of the player base, until very recently little attention was devoted to understanding how playing video games affects the way people think and collaborate across cultures. This paper examines the recent literature regarding the impact of video games on players from an intercultural perspective. Sixty-two studies are identified whose aim is to analyze behavioral-change, content understanding, knowledge acquisition, and perceptional impacts. Their findings suggest that video games have the potential to help to acquire cultural knowledge and develop intercultural literacy, socio-cultural literacy, cultural awareness, self-awareness, and the cultural understanding of different geopolitical spaces, to reinforce or weaken stereotypes, and to some extent also facilitate the development of intercultural skills. The paper provides valuable insights to the scholars, teachers, and practitioners of cultural studies, education, social studies, as well as to the researchers, pointing out areas for future research. -
REPORT : 26Th TAFISA WORLD CONGRESS 2019 Tokyo
26th TAFISA WORLD CONGRESS 2019 Tokyo “Sport for All Through Tradition and Innovation” REPORT Date: 13th ~ 16th November 2019 Venue: Toshi Center Hotel Tokyo & Kojimachi Junior High School Organiser Hosts Japan Sports Agency Japanese Olympic Committee Supporters Special Partner Ministry of Health, Labour and Welfare Japanese Para-Sports Association Congress Sponsors Partner History of TAFISA World Congress No. Year Host city & country 1st 1969 Oslo, Norway 2nd 1971 Arnhem, Netherlands 3rd 1973 Frankfurt am Main, Germany 4th 1975 Washington, D.C., USA 5th 1977 Paris, France 6th 1979 Lisbon, Portugal 7th 1981 Mürren, Switzerland 8th 1983 Stockholm, Sweden 9th 1985 Islay, United Kingdom 10th 1987 Oslo, Norway 11th 1989 Toronto, Canada 12th 1991 Bordeaux, France 13th 1993 Chiba, Japan 14th 1995 Netanye, Israel 15th 1997 Penang, Malaysia 16th 1999 Larnaka, Cyprus 17th 2001 Cape Town, South Africa 18th 2003 Munich, Germany 19th 2005 Warsaw, Poland 20th 2007 Buenos Aires, Argentina 21st 2009 Taiwan, Chinese Taipei 22nd 2011 Antalya, Turkey 23rd 2013 Enschede, Netherlands 24th 2015 Budapest, Hungary 25th 2017 Seoul, Korea 26th 2019 Tokyo, Japan Table of Contents Greetings ................................................................................................................... 2 26th TAFISA WORLD CONGRESS 2019 Tokyo - Overview ..................................................................................................................... 4 - Participants (Countries/Regions) ............................................................................... -
Ear Free Spins for Coin Master
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Technical Handbook
TECHNICAL HANDBOOK CONTENTS 1. Introduction 1 2. List of Sports in Khelo India University Games (KIUG – 2020) 4 3. Player Qualification Criteria 5 4. Guidelines for Appointment of Coaches and Managers 7 5. Venues at a Glance 8 6. Sports Schedule 9 7. Medals at Stake 10 8. Contact Details of OC – KIUG & Sports Competition Managers 11 I. Archery 12 II. Athletics 17 III. Badminton 22 IV. Basketball 26 V. Boxing 30 VI. Fencing 34 VII. Football 38 VIII. Hockey 45 IX. Judo 49 X. Kabaddi 53 XI. Rugby 57 XII. Swimming 61 XIII. Table Tennis 65 XIV. Tennis 69 XV. Volleyball 73 XVI. Weightlifting 77 XVII. Wrestling 81 INTRODUCTION The “Khelo India” – National Program for Development of Sports was revamped. Khelo India has the following twelve verticals: Under the vertical Annual Sports Competitions, the 1st Khelo India Games were organized in 2018. The 2nd edition was held in 2019 which saw participation of athletes from across India in U-17 & U-21 age categories. The 3rd Khelo India Youth Games were organized in Guwahati from 10th January – 22nd January 2020. This year, the University Games have been planned to be held separately at Bhubaneswar in association with the Govt. of Odisha, Association of Indian Universities (AIU) and KIIT University from 22nd Feb to 1st Mar 2020. These games will be called “Khelo India University Games, Odisha 2020”. Concept Khelo India University Games (KIUG – 2020) will be organized in Under-25 age group (Men & Women). The competition will be amongst the top Universities in 17 sports disciplines from 22nd February – 1st March 2020 at Bhubaneswar, Odisha. -
“Hardcore” Video Game Culture Joseph A
Proceedings of the New York State Communication Association Volume 2013 Proceedings of the 71st New York State Article 7 Communication Association 2014 The aH rdcore Scorecard: Defining, Quantifying and Understanding “Hardcore” Video Game Culture Joseph A. Loporcaro St. John Fisher College, [email protected] Christopher R. Ortega [email protected] Michael J. Egnoto [email protected] Follow this and additional works at: http://docs.rwu.edu/nyscaproceedings Part of the Mass Communication Commons Recommended Citation Loporcaro, Joseph A.; Ortega, Christopher R.; and Egnoto, Michael J. (2014) "The aH rdcore Scorecard: Defining, Quantifying and Understanding “Hardcore” Video Game Culture," Proceedings of the New York State Communication Association: Vol. 2013, Article 7. Available at: http://docs.rwu.edu/nyscaproceedings/vol2013/iss2013/7 This Conference Paper is brought to you for free and open access by the Journals at DOCS@RWU. It has been accepted for inclusion in Proceedings of the New York State Communication Association by an authorized administrator of DOCS@RWU. For more information, please contact [email protected]. Loporcaro et al.: The Hardcore Scorecard The Hardcore Scorecard: Defining, Quantifying and Understanding “Hardcore” Video Game Culture Joseph A. Loporcaro, Christopher R. Ortega, Michael J. Egnoto St. John Fisher College __________________________________________________________________ The goal of the current study is to further conceptualize and define the term “hardcore” as it relates to video game culture. Past research indicates that members of cultural subdivisions favor their own group versus others due to perceived commonalities (Durkheim, 1915; Tajfel, 1970). In gaming culture, the subdivisions of “hardcore” and “casual” games/gamers have become especially salient in recent years. -
Esports Gaming: Competing, Leveling up & Winning Minds & Wallets
Esports Gaming: Competing, Leveling Up & Winning Minds & Wallets A Consumer Insights Perspective to Esports Gaming Table of Contents 2 Overview Esports Gaming Awareness & Consideration 3 KPIs 4 6 Engagement Monetization Advocacy 12 17 24 Future Outlook Actionable Methodology 26 Recommendations 30 29 Overview 3 What is Esports? Why should I care? Four groups of professionals will gain the most strategic and actionable value from this study, including: Wikipedia defines Esports as organized, multiplayer video game competitions. Common Esports genres include real-time strategy • Production: Anyone who is involved in the production (with (RTS), fighting, first-person shooter (FPS), and multi-player online job titles such as Producer, Product Manager, etc) of gaming battle arena (MOBA.) content. • Publishing (with job titles such as Marketing, PR, Promoter, Per Newzoo, Esports generated global revenue of roughly $500M in etc.) of Esports gaming content/events 2016, 70%+ of which coming by way of advertising and sponsorship (by traditional video game companies seeking to grow their • Brands & Marketers interested in marketing to Esports audiences and revenues, and by marketers of Consumer Packaged gamers products such as Consumer Packaged Goods, Goods, Food & Beverage, Apparel and Consumer Technology). computing, electronics, clothing/apparel, food/beverage, etc. Global revenue is expected to exceed $1.5B by 2020, according to the BizReport. • Investors (either external private equity, hedge fund managers or venture capitalists; or Publisher-internal corporate/business Who should read this study? development professionals) currently considering investing in, or in the midst of an active merger/acquisition of a 3rd-party game This visual study seeks to bring clarity and understanding to the developer or publisher. -
The Rising Esports Industry and the Need for Regulation
TIME TO BE GROWN-UPS ABOUT VIDEO GAMING: THE RISING ESPORTS INDUSTRY AND THE NEED FOR REGULATION Katherine E. Hollist* Ten years ago, eSports were an eccentric pastime primarily enjoyed in South Korea. However, in the past several years, eSports have seen meteoric growth in dozens of markets, attracting tens of millions of viewers each year in the United States, alone. Meanwhile, the players who make up the various teams that play eSports professionally enjoy few protections. The result is that many of these players— whose average ages are between 18 and 22—are experiencing health complications after practicing as much as 14 hours a day to retain their professional status. This Note will explore why traditional solutions, like existing labor laws, fail to address the problem, why unionizing is impracticable under the current model, and finally, suggest regulatory solutions to address the unique characteristics of the industry. TABLE OF CONTENTS INTRODUCTION ..................................................................................................... 824 I. WHAT ARE ESPORTS? ....................................................................................... 825 II. THE PROBLEMS PLAYERS FACE UNDER THE CURRENT MODEL ....................... 831 III. THE COMPLICATIONS WITH COLLECTIVE BARGAINING ................................. 837 IV. GETTING THE GOVERNMENT INVOLVED: THE WHY AND THE HOW .............. 839 A. Regulate the Visas ...................................................................................... 842 B. Form an -
Click to Print Logout Challenges
Click to Print logout Challenges REGISTRATION NUMBER: CANDIDATE NAME: EXAM DATE: 24-Nov-2017 EXAM START TIME: 14:45:00 EXAM NAME: SSC Examination EXAM DURATION: 02:00 Hrs TOTAL MARKS: 200 TOTAL NO OF QUESTIONS: 200 QID: 601 - Select the related words from the given options. Goat: Sweet :: Lemon:? Select the word related to the given options. Junk: Sweet :: lemon:? Options: 1 ) Bitter bitter 2 ) Sour sour 3 ) Yellow yellow 4 ) Round round Correct Answer: Sour Sour Candidate Answer: Sour Sour QID: 602 - Select the related letters from the given options. FGH: KJI :: UVW:? Select the corresponding letters from the given options. FGH: KJI :: UVW:? Options: 1 ) TVX 2 ) RTV 3 ) IGE 4 ) ZYX Correct Answer: ZYX Candidate Answer: ZYX QID: 603 - Select the related number from the given options. 0.005: 0.0005 :: 1/50:? Select the number related to the given options. 0.005: 0.0005 :: 1/50:? Options: 1 ) 1/5 2 ) 1/20 3 ) 1/500 4 ) 1/5000 Correct Answer: 1/500 Candidate Answer: 1/5000 QID: 604 - Select the odd word from the given options. Select the odd word from the given options. Options: 1 ) Cub Cubs 2 ) Bull Bull 3 ) Calf Calf 4 ) Puppy Puppy Correct Answer: Bull bull Candidate Answer: Bull bull QID: 605 - Select the given characters from the given options. Select odd characters from the given options. Options: 1 ) FDB 2 ) RPN 3 ) XVT 4 ) HJL Correct Answer: HJL Candidate Answer: HJL QID: 606 - Select the odd number from the given options. Select the odd number from the given options. -
Sports Venue-Year List
SPORTS VENUE-YEAR LIST SUMMER OLYMPIC GAMES COMMONWEALTH GAMES 2016 -- Rio De Janerio, Brazil 2010 -- New Delhi, India 2020 -- Tokyo, Japan 2014 -- Glasgow, Scotland, U.K. 2024 -- Paris, France 2018 -- Quensland, Australia 2028 -- Los Angeles, USA 2022 -- Birmingham, England WINTER OLYMPICS ASIAN GAMES 2014 -- Sochi, Russia 2014 -- Incheon (South Korea) 2018 -- Pyeong Chang, South Korea 2018 -- Jakarta & Plembang (Indonesia) 2022 -- Beijing, China 2022 -- Hangzhou (China) 2026 -- Milan & Cortina, Italy 2026 -- Nagoya (Japan) SUMMER PARALYMPICS FIFA WORLD CUPS 2016 -- Rio De Janerio, Brazil 2014 -- Brazil 2020 -- Tokyo, Japan 2018 -- Russia 2024 -- Paris, France 2022 -- Qatar 2028 -- Los Angles, USA 2026 -- Canada, Mexico,United States WINTER PARALYMPICS 2018 -- Pyeong Chang, South Korea WOMEN FIFA WORLD CUPS 2022 -- Beijing, China 2015 -- Canada 2026 -- Milan & Cortina, Italy 2019 -- France ICC CRICKET WORLD CUPS WOMEN'S HOCKEY WORLD CUP 2015 -- Melbourne, Australia 2010 -- Rosario, Argentina 2019 -- England & Wales 2014 -- The Hague, Netherlands 2023 -- India 2018 -- Lee Valley, London. ICC WOMEN CRICKET MEN'S HOCKEY WORLD CUPS WORLD CUP 2017 -- London, England 2010 -- New Delhi 2021 -- New Zealand 2014 -- The Hague (Netherlands) 2018 -- Kalinga Stadium in Bhubaneswar. ICC T-20 WORLD CUP ITTF TABLE TENNIS 2016 -- India WORLD CUP 2020 -- Australia 2015 -- Dubai, UAE 2021 -- India 2018 -- London 2019 -- Tokyo ICC WOMEN'S T-20 WORLD CUP IAAF WORLD CHAMPIONSHIPS IN ATHLETICS 2018 -- West Indies 2017 -- London, United Kingdom 2020 -- Australia 2019 -- Doha, Qatar 2022 -- South Africa 2021 -- Eugene, United States MEN'S WORLD BOXING NATIONAL GAMES OF INDIA CHAMPIONSHIP 2018 -- Goa (36th) 2017 -- Hamburg, Germany 2019 -- Chhattisgarh (37th) 2019 -- Sochi, Russia 2021 -- Uttrakhand (38th) 2021 -- New Delhi, India 2022 -- Meghalaya (39th) WOMEN'S WORLD BOXING ASIA CUP CHAMPIONSHIP 2016 --Bangladesh 2018 -- New Delhi, India 2018 --United Arab Emirates 2019 -- Trabzon, Turkey 2022 -- Pakistan. -
The Esports Effect: Gamers and the Influence of Live Events
The eSports Efect: Gamers and the Infuence of Live Events Introduction The gaming industry is seeing a cultural shift. Instead of playing or watching eSports at home—alone or in small groups—fans are seeking more opportunities to come together in person by the thousands to sharpen their skills and watch their favorite players and teams compete live. More than 48 million gamers in the U.S. and Western Europe watch or participate in eSports, and over a quarter of these participants are attending live events. 1 And these record-breaking numbers continue to skyrocket year over year. Recognizing this incredible growth and high demand for live gaming tournaments, Eventbrite conducted a survey of gamers worldwide to better understand this phenomenon. We uncovered valuable information about what drives gamers to attend these events in person, versus simply streaming the competitions online; how attending live eSports events afects purchasing behavior, both at and following an event; and how developers, major publishers, and other event organizers can further capitalize on this trend to deliver greater value to sponsors and to gamers who seek out great live-action experiences. The following report is a compilation of the fndings from an Eventbrite survey completed by more than 1500 attendees of live eSports tournaments and competitions ticketed globally on Eventbrite from 2013-2014. The results reveal new and interesting insights about gamers, the eSports industry, and more. 1 Source: Newzoo: Sizing & Profling eSports’ Popularity Report, April 2014. Live events are all about the community and atmosphere Forty-one percent of respondents who attend eSports events reported having no personal interest in playing in a tournament themselves. -
Gaming and Esports: the Next Generation
VIDEO GAMING & ESPORTS GAMING AND ESPORTS: THE NEXT GENERATION YouGov analysis of the global video games and esports landscape yougov.com CONTENTS 04 Introduction 11 PlayStation, Xbox and the ninth generation of gaming consoles 20 Gaming video content and streaming 26 The global esports market 34 Deep dive: hardcore gamers in the US 40 COVID-19 and the future of gaming 42 COVID case study: Minecraft 44 The next level 46 Our data INTRODUCTION With the arrival of the next generation of consoles, the release of major titles such as The Last of Us: Part II and Marvel’s Avengers, and new entries into the competitive multiplayer landscape such as Valorant, journalists and analysts predicted that 2020 would be an important year for the gaming and esports industries. Thanks to COVID-19, they were more right than they knew. Data from YouGov shows that on average, four in ten gamers have been playing more during the coronavirus outbreak than they were last year. Compared to last year, how much more or less are you playing video games on any device (PC, console, mobile/tablet, etc.), during the COVID-19 outbreak? Frequency Australia Germany Singapore UK US More 44% 31% 47% 43% 40% About the same 40% 52% 32% 42% 42% Less 11% 8% 12% 8% 11% Don’t know 5% 8% 9% 7% 7% Beyond the pandemic, gaming’s success in 2020 have conducted an extended ‘deep dive’ survey to is an extension of its increasing significance as gain a deeper understanding of the preferences a force in worldwide entertainment: one with and behaviours of gamers – whether they play on revenues that comfortably exceed those of the mobile devices, consoles, or PCs, and whether global film, TV, and digital music industries.