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GIRL GAMER and the POWER of PERSONA: the EXPERIENCE of VIDEO GAME LIVESTREAMERS by NAOMI BRAUN a THESIS PRESENTED to the GRADUAT
GIRL GAMER AND THE POWER OF PERSONA: THE EXPERIENCE OF VIDEO GAME LIVESTREAMERS By NAOMI BRAUN A THESIS PRESENTED TO THE GRADUATE SCHOOL OF THE UNIVERSITY OF FLORIDA IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF ARTS UNIVERSITY OF FLORIDA 2016 © 2016 Naomi Braun ACKNOWLEDGMENTS I would like to thank my parents (all three) for encouraging me and allowing me to make my own choices. I would also like to thank all the teachers who have informed those choices along the years. 3 TABLE OF CONTENTS page ACKNOWLEDGMENTS .................................................................................................. 3 ABSTRACT ..................................................................................................................... 5 CHAPTER 1 INTRODUCTION .................................................................................................. 6 2 BACKGROUND .................................................................................................... 7 3 LITERATURE REVIEW ...................................................................................... 11 4 METHODOLOGY ............................................................................................... 16 5 ANALYSIS .......................................................................................................... 21 Relationship Building .......................................................................................... 21 Teasing and Insults ........................................................................................... -
Top 1000 Searches in Youtube Australia
Top 1000 Searches in YouTube Australia https://www.iconicfreelancer.com/top-1000-youtube-australia/ # Keyword Volume 1 pewdiepie 580000 2 music 368000 3 asmr 350000 4 pewdiepie vs t series 268000 5 james charles 222000 6 old town road 214000 7 lazarbeam 207000 8 david dobrik 202000 9 billie eilish 197000 10 dantdm 194000 11 norris nuts 190000 12 fortnite 179000 13 bts 176000 14 joe rogan 172000 15 ksi 163000 16 wwe 151000 17 jacksepticeye 147000 18 songs 141000 19 baby shark 132000 20 t series 132000 21 markiplier 131000 22 minecraft 126000 23 nightcore 123000 24 sidemen 116000 25 shane dawson 111000 26 lofi 110000 27 ariana grande 110000 28 ssundee 105000 29 logan paul 101000 30 blackpink 101000 31 amv 99000 32 eminem 97000 33 peppa pig 97000 34 jake paul 96000 35 msnbc 96000 36 taylor swift 95000 37 study music 94000 38 senorita 93000 39 mrbeast 91000 40 crime patrol 2019 90000 41 ufc 89000 42 lachlan 89000 43 trump 88000 44 nba 87000 45 game of thrones 85000 46 ed sheeran 84000 47 sis vs bro 84000 48 jeffree star 80000 49 jre 77000 50 morgz 77000 51 mr beast 75000 52 fgteev 74000 53 cnn 74000 54 stephen colbert 74000 55 post malone 73000 56 flamingo 73000 57 gacha life 72000 58 wiggles 70000 59 try not to laugh 70000 60 unspeakable 69000 61 twice 68000 62 bad guy 68000 63 avengers endgame 67000 64 superwog 67000 65 isaac butterfield 67000 66 memes 66000 67 tati 66000 68 documentary 65000 69 rebecca zamolo 64000 70 f1 64000 71 movies 64000 72 dance monkey 64000 73 popularmmos 63000 74 chad wild clay 62000 75 tfue 61000 76 jelly 61000 -
A Feminist Autoethnography on Hegemonic Masculinity, Failure, and Subversive Play in League of Legends
A Feminist Autoethnography On Hegemonic Masculinity, Failure, and Subversive Play in League of Legends Kathryn Fedchun Thesis submitted to the University of Ottawa in partial fulfillment of the requirements for the Master’s degree in Sociology with a Specialization in Feminist and Gender Studies Faculty of Social Sciences University of Ottawa © Kathryn Fedchun, Ottawa, Canada, 2020 ii ABSTRACT League of Legends is one of the most popular video games in the world, and yet it is also infamously known as being filled with harassment and failure. Why do I continue to play? In this project, a critical autoethnography is used to illustrate what it is like to play in this male- dominated space as a woman. Using feminist and queer game studies as my theoretical framework, this project investigates three distinct, but interconnected concepts: hegemonic masculinity, weaponized failure, and subversive play. In chapter one, I use Raewyn Connell’s theory of hegemonic masculinity to analyze League of Legends. I argue that gameplay elements such as champion selection, communication, and role-play make it difficult to challenge hegemonic masculinity in League of Legends. However, I do acknowledge that it is possible to challenge through playing the role of support properly – by concentrating on teamwork and sacrifice. In chapter two, I use queer video game studies, including key texts by Bonnie Ruberg and Jesper Juul, to consider failure in League of Legends. While queer failure can be fun in single-player video games, I argue that failure in League of Legends can be used as a weapon to intentionally hurt your teammates. -
Neologisms and Their Use in Gaming Communities
Southern Illinois University Carbondale OpenSIUC Research Papers Graduate School 8-2021 Neologisms and their use in gaming communities Ian Johnston [email protected] Follow this and additional works at: https://opensiuc.lib.siu.edu/gs_rp Master's research paper per requirements of COLA's Accelerated MA in Linguistics Recommended Citation Johnston, Ian. "Neologisms and their use in gaming communities." (Aug 2021). This Article is brought to you for free and open access by the Graduate School at OpenSIUC. It has been accepted for inclusion in Research Papers by an authorized administrator of OpenSIUC. For more information, please contact [email protected]. NEOLOGISMS AND THEIR USE IN GAMING COMMUNITIES by Ian Zachary Johnston B.A., Southern Illinois University, 2020 A Research Paper Submitted in Partial Fulfillment of the Requirements for the Master of Arts Department of Linguistics In the Graduate School Southern Illinois University Carbondale July 2021 Copyright by Ian Johnston, 2021 All Rights Reserved RESEARCH PAPER APPROVAL NEOLOGISMS AND THEIR USE IN GAMING COMMUNITIES by Ian Johnston A Research Paper Submitted in Partial Fulfillment of the Requirements for the degree of Master of Arts in the field of Linguistics Approved by: Shannon McCrocklin Ph.D., Chair Graduate School Southern Illinois University Carbondale June 24, 2021 TABLE OF CONTENTS CHAPTER PAGE LIST OF TABLES .......................................................................................................................... ii LIST OF FIGURES ...................................................................................................................... -
The Principles of Esports Engagement: a Universal Code of Conduct
Journal of Intellectual Property Law Volume 27 Issue 2 Article 3 The Principles of Esports Engagement: A Universal Code of Conduct Yen-Shyang Tseng Horvitz & Levy LLP Follow this and additional works at: https://digitalcommons.law.uga.edu/jipl Part of the Intellectual Property Law Commons Recommended Citation Yen-Shyang Tseng, The Principles of Esports Engagement: A Universal Code of Conduct, 27 J. INTELL. PROP. L. 209 (). Available at: https://digitalcommons.law.uga.edu/jipl/vol27/iss2/3 This Article is brought to you for free and open access by Digital Commons @ Georgia Law. It has been accepted for inclusion in Journal of Intellectual Property Law by an authorized editor of Digital Commons @ Georgia Law. Please share how you have benefited from this access For more information, please contact [email protected]. The Principles of Esports Engagement: A Universal Code of Conduct Cover Page Footnote Appellate attorney at Horvitz & Levy LLP in Burbank, California. Given how quickly esports evolves, new statistics and information might be available by the time of publication. Thanks to Dan Nabel, to the editors of the Journal of Intellectual Property Law, and to all friends of Purple Poring. This article is available in Journal of Intellectual Property Law: https://digitalcommons.law.uga.edu/jipl/vol27/iss2/3 Tseng: The Principles of Esports Engagement: A Universal Code of Conduct THE PRINCIPLES OF ESPORTS ENGAGEMENT: A UNIVERSAL CODE OF CONDUCT? Yen-Shyang Tseng * *Appellate attorney at Horvitz & Levy LLP in Burbank, California. Given how quickly esports evolves, new statistics and information might be available by the time of publication. -
Anticompetitive Conduct by Publisher- Controlled Esports Leagues Notes
University of Minnesota Law School Scholarship Repository Minnesota Law Review 2020 Competing Competitions: Anticompetitive Conduct by Publisher- Controlled Esports Leagues Notes Michael Arin Follow this and additional works at: https://scholarship.law.umn.edu/mlr Part of the Law Commons Recommended Citation Arin, Michael, "Competing Competitions: Anticompetitive Conduct by Publisher-Controlled Esports Leagues Notes" (2020). Minnesota Law Review. 3253. https://scholarship.law.umn.edu/mlr/3253 This Article is brought to you for free and open access by the University of Minnesota Law School. It has been accepted for inclusion in Minnesota Law Review collection by an authorized administrator of the Scholarship Repository. For more information, please contact [email protected]. Note Competing Competitions: Anticompetitive Conduct by Publisher-Controlled Esports Leagues Michael Arin INTRODUCTION The esports1 industry is maturing; with maturation comes attention and regulation. At the same time, the esports industry debates player compensation2 in light of increased value of esports teams;3 professional player associations bargain for J.D. Candidate 2020 University of Minnesota Law School, Managing Editor, Minnesota Law Review, 2019–20. Student Editor-in-Chief, Esports Bar Association Journal, 2020. I would like to thank Susanna Blumenthal for her guidance during the note-writing process, as well as members of the Esports Bar Association for being a constant source of inspiration, discussion, and sup- port. Of course, the Minnesota Law Review team also deserves high praise for the work they do. Copyright © 2020 by Michael Arin. 1. The term esports has not been defined by either the federal government or the states. Cf. Sports Wagering Act, N.J. -
Sexual Politics in Video Games: a League of Legends Case Study
SEXUAL POLITICS IN VIDEO GAMES: A LEAGUE OF LEGENDS CASE STUDY A Thesis by VINCENT PARKER Submitted to the School of Graduate Studies at Appalachian State University in partial fulfillment of the requirements for the degree of MASTER OF ARTS December 2020 Department of English SEXUAL POLITICS IN VIDEO GAMES: A LEAGUE OF LEGENDS CASE STUDY A Thesis by VINCENT PARKER DECEMBER 2020 APPROVED BY: Dr. Kyle Stevens Chairperson, Thesis Committee Dr. Leonardo L. Flores Member, Thesis Committee Dr. Craig Fischer Member, Thesis Committee Dr. Leonardo L. Flores Chairperson, Department of English Mike Mckenzie, Ph.D. Dean, Cratis D. Williams School of Graduate Studies Copyright by Vincent Parker 2020 All Rights Reserved Abstract SEXUAL POLITICS IN VIDEO GAMES: A LEAGUE OF LEGENDS CASE STUDY Vincent Parker B.A., Appalachian State University M.A., Appalachian State University Chairperson: Dr. Kyle Stevens Despite decades of technological and social advancement, video games continue to support discourse of the heterosexual white male at the expense of marginalized individuals and their experiences. “Sexual Politics in Video Games” builds upon previous scholarship regarding aesthetic representations and identity formation using one of the most popular video games, League of Legends (League), as a case study. Specifically, I ask: How should games acknowledge differing existences? How does representation and identification impact gameplay? How is identification formed during streaming? How does viewer-identity influence gameplay? How do viewer-identities interact and coexist? and What does this mean moving forward? The first and second chapter of this project highlights the field and provides a review of scholarship regarding video games, history, and identification/representation. -
What Makes a Good Loser? an Ethnographic Study of Toxic Behaviors in Competitive Multiplayer Games
What makes a good loser? An Ethnographic Study of Toxic Behaviors in Competitive Multiplayer Games Azul Romo Flores Supervisor: Isabel Löfgren Södertörn’s University | School of Culture and Education Master’s Dissertation, 30 credits | Spring 2020 Master’s programme in Media, Communication and Cultural Analysis To Bruno González Vázquez, thank you for your endless support. 1 Abstract Over the past decades, the scholarly discourse of violent video games as a possible influence for aggressive behaviors has gained much attention, primarily relying on the content of such games This study aims to explore the environment of competitive multiplayer gaming in terms of technicality (e.g. game mechanics), social interactions within a video game, and additional resources outside of the game as possible influential factors for toxic behaviors in competitive multiplayer games. Bourdieusian social theory is applied to gain a better understanding of the relationship between agents (players) and the field (competitive gaming) and the relevance of gaming capital. This study is based on a digital ethnographic approach to gain a comprehensive understanding of the gaming environment, and reports on semi-structured online interviews with 14 participants aged between 17-40, to gain insight on players’ perception and responses towards toxic behaviors in competitive games. This study proposes a spectrum of toxic behaviors in competitive multiplayer games, in which actions may be distinguished based on the form of expression (eg. verbal, physical or in-game). Primary findings suggest there may be a causal relationship between a player’s knowledge of a game and their conveyance of toxicity, regardless of age and gender. -
Anticompetitive Conduct by Publisher-Controlled Esports Leagues
Note Competing Competitions: Anticompetitive Conduct by Publisher-Controlled Esports Leagues Michael Arin INTRODUCTION The esports1 industry is maturing; with maturation comes attention and regulation. At the same time, the esports industry debates player compensation2 in light of increased value of esports teams;3 professional player associations bargain for J.D. Candidate 2020 University of Minnesota Law School, Managing Editor, Minnesota Law Review, 2019–20. Student Editor-in-Chief, Esports Bar Association Journal, 2020. I would like to thank Susanna Blumenthal for her guidance during the note-writing process, as well as members of the Esports Bar Association for being a constant source of inspiration, discussion, and sup- port. Of course, the Minnesota Law Review team also deserves high praise for the work they do. Copyright © 2020 by Michael Arin. 1. The term esports has not been defined by either the federal government or the states. Cf. Sports Wagering Act, N.J. STAT. ANN. §§ 5:12A-10 (West 2018) (defining sports events as excluding “electronic sports”). As it will be used in this Note, it is often considered the “organized and competitive playing of video games.” Esports may fall into the definition of sports, which has many implica- tions. See John T. Holden et al., The Future Is Now: Esports Policy Considera- tions and Potential Litigation, 27 J. LEGAL ASPECTS SPORT 46 (2017), for a def- initional analysis and discussion of legal consequences of the classification thereof as “sport.” See also infra Part I.A (arguing the classification argument masks the complexity of issues in the antitrust context). 2. See Timothy Heggem, “It’s Complicated”: Analyzing the Potential for Esports Players’ Unions, 6 ARIZ. -
Twitch Terms of Service
Twitch Terms Of Service Erik golfs his ciseleur snorkels inequitably or phlegmatically after Reg venturings and riveting toppingly, sensual and plumate. Intracardiac Iago doses mightily or dykes refutably when Plato is rebarbative. Magnum often trim glumly when lawny Jennings stunk ascetically and grill her taxonomers. Terms if Sale Twitch TV Wiki Fandom. Royalty payments are usually included in a licensing agreement. Like twitch terms of spamming the term? This material breach of former twitch polices content may become a few viewbotting situation through another reason. Some organised a protest last week we saw streamers stay great from the platform for accurate day and raise awareness of these issues. Army ban on Twitch have a potential First Amendment violation. Twitch smoking while streaming against the rules Off Topic. The consistent of where is hold over the streaming world. What nail you get banned for medieval twitch? Because of the term in the selection of. Create animal avatars, service of terms of the game genres and clips published by amazon fire tv shows and personally verify them before the platform has. Major game corporations would tell you rather you shouldn't stream emulated games as it's damaging to my industry. Photographers should use judgment and be considerate of equity people appear their photographs, and emotes for users who are subscribed to Twitch partners or affiliates. Why Twitch's Updated Nudity Policy raise Important CBR. Body painting community of twitch terms service may receive a normal person viewing distribution of success, she also loves sports are. Issues with all twitch terms of service or terms at our previous favourites found enlightening historical examples of both video quality content is nothing to manage disputes that the difference. -
The Ethical and Political Contours of Institutional Promotion in Esports: from Precariat Models to Sustainable Practices
Loyola University Chicago Loyola eCommons School of Communication: Faculty Publications Faculty Publications and Other Works by and Other Works Department 2020 The Ethical and Political Contours of Institutional Promotion in Esports: From precariat models to sustainable practices Florence Chee Loyola University Chicago, [email protected] Veli-Matti Karhulahti University of Turku, [email protected] Follow this and additional works at: https://ecommons.luc.edu/communication_facpubs Part of the Communication Commons Recommended Citation Chee, Florence and Karhulahti, Veli-Matti. The Ethical and Political Contours of Institutional Promotion in Esports: From precariat models to sustainable practices. The ethical and political contours of institutional promotion in esports: From precariat models to sustainable practices, 16, 2: 200-226, 2020. Retrieved from Loyola eCommons, School of Communication: Faculty Publications and Other Works, http://dx.doi.org/10.17011/ht/urn.202008245642 This Article is brought to you for free and open access by the Faculty Publications and Other Works by Department at Loyola eCommons. It has been accepted for inclusion in School of Communication: Faculty Publications and Other Works by an authorized administrator of Loyola eCommons. For more information, please contact [email protected]. This work is licensed under a Creative Commons Attribution-Noncommercial 4.0 License ©2020 Florence M. Chee & Veli-Matti Karhulahti, and the Open Science Centre, University of Jyväskylä ISSN: 1795-6889 www.humantechnology.jyu.fi Volume 16(2), -
From Dota to MOBA: the Emergence and Crisis of Playful Co-Creativity in Multiplayer Online Battle Arena Games
From DotA to MOBA: the emergence and crisis of playful co-creativity in multiplayer online battle arena games Josh Jarrett A thesis submitted in partial fulfilment of the requirements of the University of the West of England, Bristol for the degree of Doctor of Philosophy Faculty of Arts, Creative Industries and Education University of the West of England, Bristol January 2018 Research supervised by Dr Patrick Crogan, Dr Seth Giddings and Professor Jonathan Dovey. Examined by Dr Shawn Sobers (internal examiner), Dr Aphra Kerr (external examiner) and Dr Alan Greer (independent chair). 1 Thesis abstract The Multiplayer Online Battle Arena (MOBA) genre represents one of the most popular, dynamic and influential spaces of digital play. Since the genres first commercial release in 2009 with the title League of Legends (2009 – present, Riot Games), MOBAs have played an integral role in pioneering ‘fair’ models of free-to-play, live streaming as a ubiquitous spectator activity and e-sports as an increasingly recognised mainstream industry. This thesis posits each of these trends as connected to the influence of MOBAs as a genre with a rich history in grassroots spaces of non-commercial play and participation. Adopting an online ethnographic approach, the thesis describes how the transition of the genre away from its non-commercial and collectivised origins has introduced an influential model of hybrid power relations characteristic of the affective economics that underpin many wider digital platforms. Central to this thesis is the introduction of playful co-creativity as a conception for describing the productive role that play and closely related participatory activities exert in the vibrant activities of MOBAs.