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Historiography of Korean Esports: Perspectives on Spectatorship
International Journal of Communication 14(2020), 3727–3745 1932–8036/20200005 Historiography of Korean Esports: Perspectives on Spectatorship DAL YONG JIN Simon Fraser University, Canada As a historiography of esports in Korea, this article documents the very early esports era, which played a major role in developing Korea’s esports scene, between the late 1990s and the early 2000s. By using spectatorship as a theoretical framework, it articulates the historical backgrounds for the emergence of esports in tandem with Korea’s unique sociocultural milieu, including the formation of mass spectatorship. In so doing, it attempts to identify the major players and events that contributed to the formation of esports culture. It periodizes the early Korean esports scene into three major periods—namely, the introduction of PC communications like Hitel until 1998, the introduction of StarCraft and PC bang, and the emergence of esports broadcasting and the institutionalization of spectatorship in the Korean context until 2002. Keywords: esports, historiography, spectatorship, youth culture, digital games In the late 2010s, millions of global youth participated in esports as gamers and viewers every day. With the rapid growth of various game platforms, in particular, online and mobile, people around the world enjoy these new cultural activities. From elementary school students to college students, to people in their early careers, global youth are deeply involved in esports, referring to an electronic sport and the leagues in which players compete through networked games and related activities, including the broadcasting of game leagues (Jin, 2010; T. L. Taylor, 2015). As esports attract crowds of millions more through online video streaming services like Twitch, the activity’s popularity as one of the most enjoyable sports and business products continues to soar. -
Masarykova Univerzita Filozofická Fakulta
Masarykova univerzita Filozofická fakulta Ústav hudební vědy Bakalářská diplomová práce 2012 Roman Kusák Masarykova univerzita Filozofická fakulta Ústav hudební vědy Teorie interaktivních médií Roman Kusák Profesionální hraní počítačové hry StarCraft ve světě a u nás Bakalářská diplomová práce Vedoucí práce: Mgr. Jaroslav Švelch 2012 Prohlašuji, že jsem diplomovou práci vypracoval samostatně s využitím uvedených pramenů a literatury. …………………………………………… Podpis autora práce Poděkování: Nejdříve bych rád poděkoval svému vedoucímu práce Mgr. Jaroslavovi Švelchovi za cenné rady a připomínky při psaní práce. Dále děkuji za rozhovory, které mi poskytli členové komunity kolem StarCraftu 2 a v neposlední řadě patří dík i mé rodině za podporu a trpělivost Obsah Úvod ........................................................................................................................ 6 1. Představení počítačové hry StarCraft ............................................................... 11 1.1 StarCraft .......................................................................................................... 12 1.2 Multiplayer ..................................................................................................... 14 2. StarCraft v Jižní Koreji ...................................................................................... 16 2.1 Počátky profesionálního hraní v Koreji ........................................................... 18 2.1.1 První organizace pro profesionální hráče ............................................ 19 -
Entertaining Politics: Exploring Historical Transformation of Production, Distribution, and Consumption of Political Entertainment in Korea
The Pennsylvania State University The Graduate School College of Communications ENTERTAINING POLITICS: EXPLORING HISTORICAL TRANSFORMATION OF PRODUCTION, DISTRIBUTION, AND CONSUMPTION OF POLITICAL ENTERTAINMENT IN KOREA A Dissertation in Mass Communications by Kyung Han You © 2014 Kyung Han You Submitted in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy December 2014 The dissertation of Kyung Han You was reviewed and approved* by the following: Ronald V. Bettig Associate Professor of Media Studies Dissertation Advisor Chair of Committee Patrick R. Parsons Don Davis Professor of Ethics, Telecommunications Michelle Rodino-Colocino Associate Professor of Media Studies Marylee Taylor, Associate Professor of Sociology Department of Sociology Ford Risley Professor of Journalism Interim Associate Dean for Undergraduate and Graduate Education *Signatures are on file in the Graduate School ABSTRACT Observing the paucity of research on political entertainment in Korea, this study has explored the historical transformation in Korean political entertainment through the lens of changing social and economic conditions, as well as shifts in power relations, over the past several decades. The study has taken two broad and interrelated research questions as its starting points: “How are political, economic, and social forms of power associated with the production, distribution, and consumption of political entertainment?” and “How has the production and dissemination of such programs changed over the past half-century and in what specific contexts?” This approach has allowed particular attention to the role of political institutions in regulating media industries; the origin of Korean political entertainment and its distinctive features; the factors and conditions influencing the transformation in formats and genres of political entertainment; and the effects of technological shifts on political entertainment. -
Webtelevision, Webseries and Webcasting
Webtelevision, Webseries and Webcasting Case studies in the organization and distribution of television- style content produced online Dee Majek Filmvetenskapliga Institutionen / Department of Cinema Studies Examensarbete 15 hp / Masters of One Year Thesis 15 credits Filmvetenskap / Cinema Studies Magisterskurs (15-30 hp) / Masters of One Year course (15-30 credits) Vårterminen / Spring term 2012 Handledare / Supervisor: Maaret Koskinen Webtelevision, Webseries, and Webcasting Case studies in the organization and distribution of television-style content produced online Dee Majek Abstract This thesis outlines the structure and functionality of a selection of webseries, webshows, and eSports casting examples, in order to add to the discourse on online video. Webtelevision, or Web TV production, distribution, and financing systems will be detailed in the case studies made; and industry actors such as entrepreneurs, independents, corporations and conglomerates will be discussed and identified. Who are the producers, the advertisers, the distribution platforms, the sponsors, the rights holders, and how do they interact? In exploring the structure of some examples of Web TV, I wish to debunk the online-amateur association as an inaccurate or insufficient description which permeates much prior academic study on online video. Webshow content, business strategies, legal and copyright issues, as well as fan culture aspects will also be investigated; and in regards to eSports, the question of televised as opposed to streamcast tournaments will be -
Ensayos Sobre Corea: Reflexiones a 50 Años De La Llegada De Los Primeros Coreanos a La Argentina”
“ENSAYOS SOBRE COREA: REFLEXIONES A 50 AÑOS DE LA LLEGADA DE LOS PRIMEROS COREANOS A LA ARGENTINA” 2 – Indice Ensayos sobre Corea : reflexiones a 50 años de la llegada de los primeros coreanos a la Argentina / Martín D. Civeira ... [et al.] ; compilado por Bárbara Bavoleó ; María Florencia Colavita. - 1a ed adaptada. - La Plata : Universidad Nacional de La Plata. Facultad de Ciencias Jurídicas y Sociales, 2017. 110 p. ; 22 x 16 cm. ISBN 978-950-34-1450-7 1. Corea. 2. Sociedad . I. Civeira, Martín D. II. Bavoleó, Bárbara, comp. III. Colavita, María Florencia , comp. CDD 951.9 Indice - 3 PRÓLOGO 5 SECCIÓN I: CULTURA 9 Tan lejos, tan cerca. Reflexiones descontracturadas sobre el encuentro de las culturas argentina y coreana Por Martín D. Civeira 11 Los dramas coreanos: una puerta a la cultura coreana para argentina Por Alexander Ezequiel Cárdenas 21 Coreanos argentinos: la biculturalidad al palo Por Florentina Guaita 31 Los videojuegos, parte de la cultura de Corea del Sur Por Michelle Martha Charotti 43 SECCIÓN II: EDUCACIÓN 53 La importancia de la educación como eje en la formación de la identidad cultural y nacional coreana: una mirada desde américa latina Por Irma Macarena Henríquez Díaz 55 Dominación, violencia y desigualdad: la educación en Corea y en Argentina durante el periodo colonial Por Daniela Elisa Alvarez 67 SECCIÓN III: ECONOMÍA 77 Presente y futuro de las empresas coreanas en el sector de energía e infraestructura argentinos. Presencia china y otros desafíos a superar Por Ih-Joon Chang 79 SECCIÓN IV: GEOGRAFÍA 93 La soberanía coreana sobre las Islas Dokdo y la importancia de su biodiversidad Por María Florencia Colavita 95 SECCIÓN V: POLÍTICA 105 Análisis comparado del cuarto poder en Argentina y Corea del Sur. -
Uma Comparação Entre Esportes Eletrônicos E Esportes Tradicionais
Universidade de Brasília Faculdade de Comunicação Departamento de Audiovisuais e Publicidade O videogame como esporte: Uma comparação entre esportes eletrônicos e esportes tradicionais. Silvio Kazuo Pereira Orientador: Luciano Mendes Brasília, Distrito Federal Novembro de 2014 2 Universidade de Brasília Faculdade de Comunicação Departamento de Audiovisuais e Publicidade O videogame como esporte: Uma comparação entre esportes eletrônicos e esportes tradicionais. Silvio Kazuo Pereira Monografia apresentada à Faculdade de Comunicação da Universidade de Brasília, como requisito parcial para obtenção do título de Bacharel em Comunicação Social com habilitação em Publicidade e Propaganda, sob a orientação do Professor Luciano Mendes. Brasília, Distrito Federal Novembro de 2014 3 AGRADECIMENTOS Em primeiro lugar aos meus pais Silvio e Edilce, pela compreensão e paciência. Eu não imaginava que a jornada fosse ser tão longa; e se consegui completá-la com tranquilidade foi pelo apoio incondicional. À minha irmã Yukari que me mostrou que carinho e admiração não tem fronteiras. Ao meu tio Edson, que talvez involuntariamente me despertou o interesse pelo jogo como esporte. Às minhas avós Júlia e Dina, que foram essenciais para a formação do meu caráter e ao meu desenvolvimento cognitivo e social nas primeiras etapas da minha vida. Ao meu ditchan Antônio, cujo carinho e memórias nunca vou esquecer. À professora Selma Regina por me incentivar a correr atrás do tema que eu realmente queria para a minha monografia. Ao meu orientador Luciano Mendes por ter topado o desafio e pela paciência com a minha inconstância. Aos outros professores da FAC, especialmente Wagner R., Edmundo D., Fabíola C., Tiago Q. e tantos outros que tanto me acrescentaram com aulas e conversas. -
EA SPORTS™ FIFA Online
eSports Global Strategy Attracting Mass Audiences Text Gaming is an exciting Skill Sport We Are Entertainment QuickTime?and a YUV420 codec decompressor are needed to see this picture. But Remain Comparatively Niche Different Paths to Mass Strategic Relationships Grassroots Events Programming has been the Key What can we learn from the Korean Experience? Game Broadcasting in Korea <Cable Channel M/S> Cable TV Channel Share% ■ OnGamenet 1 MBC Drama Net 11.18 - Korea No.1 cable game channel which broadcasts with various contents of game including game league. (24 hour broadcasting) 2 Tooniverse 5.91 3 KBS Drama 5.37 4 SBS Drama Plus 5.26 ■ MBC Game 5 OCN 4.41 - E-sports oriented cable game channel which is owned by Korean major broadcasting station, MBC. (24 hour broadcasting) 6 tvN 3.84 7 Champ 3.62 8 Comedy TV 3.62 9 Game League (Live & Rebroadcast) : Broadcast pro & amateur competition 9 Mnet 3.39 9 Game preview : News / game introduction 10 e-channel 3.38 9 Game Strategy & Tip : Offering play tips from the professional game 11 Cannel CGV 2.94 players 12 SUPER ACTION 2.6 9People : Documentary-type for professional game player 13 XTM 2.45 14 Ongamenet 2.31 15 MBC MOVIES 2.25 Public Broadcasting 16 MBC ESPN 2.17 ■ SBS Game 17 MBC Game 2.09 - Weekly basis program of Korean major broadcasting station, -SBS (Every Thursday, 00:40) 18 Dramax 1.9 19 OnStyle 1.82 9 Game preview : News / game introduction 20 O'live 1.63 Data period : July.16 – 22 Target : Age 10 – 34 Range : Nationwide Source : AGBElectronic Nielsen Arts Korea Content Broadcasting -
Crystallizing Limits on Contractual Control of Virtual Worlds Joshua A
William Mitchell Law Review Volume 38 | Issue 1 Article 12 2011 Nexus Crystals: Crystallizing Limits on Contractual Control of Virtual Worlds Joshua A. T. Fairfield Follow this and additional works at: http://open.mitchellhamline.edu/wmlr Recommended Citation Fairfield, Joshua A. T. (2011) "Nexus Crystals: Crystallizing Limits on Contractual Control of Virtual Worlds," William Mitchell Law Review: Vol. 38: Iss. 1, Article 12. Available at: http://open.mitchellhamline.edu/wmlr/vol38/iss1/12 This Article is brought to you for free and open access by the Law Reviews and Journals at Mitchell Hamline Open Access. It has been accepted for inclusion in William Mitchell Law Review by an authorized administrator of Mitchell Hamline Open Access. For more information, please contact [email protected]. © Mitchell Hamline School of Law Fairfield: Nexus Crystals: Crystallizing Limits on Contractual Control of Vi NEXUS CRYSTALS: CRYSTALLIZING LIMITS ON CONTRACTUAL CONTROL OF VIRTUAL WORLDS Joshua A.T. Fairfield† I. INTRODUCTION ........................................................................ 44 II. CONTRACTUAL CONTROL OF ONLINE COMMUNITIES ............. 50 A. The Legal Background ........................................................ 50 1. The Copyright Act’s Basic Limits on Contractual Control.......................................................................... 52 2. The Digital Millennium Copyright Act’s Anti- Circumvention Right ..................................................... 55 3. Contract Construction as a Limit -
Etelä-Korean Esports Historia
Juuso Tenhunen Etelä-Korean eSports historia Tietotekniikan kandidaatintutkielma 15. tammikuuta 2014 Jyväskylän yliopisto Tietotekniikan laitos Tekijä: Juuso Tenhunen Yhteystiedot: [email protected] Työn nimi: Etelä-Korean eSports historia Title in English: South Koreas eSports history Työ: Kandidaatintutkielma Sivumäärä: 19+0 Tiivistelmä: Internetin antamien mahdollisuuksien myötä pelaaminen on kasvanut yksinkertaisesta viihdepelaamisesta koko maailman laajuiseksi ammattiurheiluksi. Kuitenkaan missään se ei ole ollut yhtä suuri ilmiö kuin Etelä-Koreassa, jossa kil- papelaaminen tuntuu olevan aivan arkipäivää, vaikka monessa muussa maassa ei koko kilpapelaamisen käsitettä tunneta. Etelä-Korean e-Sports kulttuuriin tutustu- minen antaa hyvän käsityksen kuinka suuria ilmiöitä elektroninen urheilu ja kilpa- pelaaminen voivat olla. Avainsanat: Etelä-Korea, eSports, pelaaminen, kilpapelaaminen Abstract: With the capabilities of internet gaming has grown from a simple enter- tainment to a global professional sport. However it hasn’t nowhere been as big as in South Korea, where competitive gaming seems to be an everyday phenomenon, eventhough most countries doesn’t even know the subject of competitive gaming. Learning about the South Korean e-Sports culture gives a good sense on how big e-Sports and competitive gaming can be. Keywords: South Korea, eSports, gaming, competitive gaming i Kuviot Kuvio 1. BW:n LoL:n ja SC2:n suosio PC Bangeissa 2010-2013. http://www.teamliquid.net/forum/viewmessage.php?topic_id=41474110 Kuvio 2. BW:n LoL:n ja SC2:n suosio internet-kahviloiden ulkopuolella 2010- 2013. http://www.teamliquid.net/forum/viewmessage.php?topic_id=41474111 ii Sisältö 1 JOHDANTO............................................................................ 1 2 KATSAUS KILPAPELAAMISEEN .................................................. 3 3 ETELÄ-KOREAN PELIHISTORIA .................................................. 5 3.1 Starcraft ja sen räjähdysmäinen suosio Koreassa .......................... -
Feuille De Styles Thèse Numérique
Université Panthéon-Assas Institut Français de Presse (IFP) Mémoire de Master 2 Médias, Langages et Société dirigé par Frédéric Lambert Live Streaming et l’Émergence d’une Nouvelle Communauté Web – l’étude / mois année / mois de cas de League of Legends Mémoire de master de Mémoire Linxi LI Sous la direction de Rémy Rieffel et Jean-Baptise Legavre Date de dépôt :15/06/2018 - 2 - LI Linxi| Mémoire de Master 2 Médias, Langages et Société | Juin 2018 Avertissement La Faculté n’entend donner aucune approbation ni improbation aux opinions émises dans ce mémoire ; ces opinions doivent être considérées comme propres à leur auteur. - 3 - LI Linxi| Mémoire de Master 2 Médias, Langages et Société | Juin 2018 Résumé (Veillez à être proche de 1700 caractères) : L’eSport a beaucoup évolué au cours des 15 dernières années, il même devient une discipline pour les Jeux olympiques à Paris en 2024. Il est impossible de séparer son expansion du live streaming, une nouvelle forme de communication s’inscrivant dans la révolution Web2,0 grâce auquel, l’eSport attire sans cesse une audience colossale. L’émergence de nouvelles technologies et de concurrence à l’intérieur du marché a donné lieu à une variété de nouvelles plateformes pour le streaming, qui a attiré un grand nombre de spectateurs traditionnels en ligne. Une nouvelle communauté web se forme. Basé sur la théorie des usages et gratifications, cette étude résume les caractéristiques, ainsi que les préférences, habitudes, motivation et satisfaction de cette nouvelle communauté sur le live streaming. Mots clés : Live streaming, eSport, League of Legends, Audience, la théorie des usages et gratifications, motivations et satisfactions - 4 - LI Linxi| Mémoire de Master 2 Médias, Langages et Société | Juin 2018 Introduction LE CONTEXTE Le jeu vidéo est un média à dimension ludique permettant à son utilisateur d’interagir avec un environnement virtuel. -
The Korean Wave 2006
THE KOREAN THE KOREAN WAVE AS VIEWED THROUGHWAVE THE PAGES OF THE NEW YORK TIMES IN 2006 THE KOREAN WAVE AS As Viewed Through the Pages of The New York Times in 2006 THE KOREAN WAVE AS VIEWED THROUGH THE PAGES OF THE NEW YORK TIMES IN 2006 THE KOREAN WAVE AS This booklet is a collection of 52 articles selected by Korean Cultural Service New York from articles on Korean culture by The New York Times in 2006. THE KOREAN THE KOREAN WAVE AS VIEWED THROUGHWAVE THE PAGES OF THE NEW YORK TIMES IN 2006 THE KOREAN WAVE AS As Viewed Through the Pages of The New York Times First edition, March 2007 Edited & published by Korean Cultural Service New York 460 Park Avenue, 6th Floor, New York, NY 10022 in 2006 Tel: 212 759 9550 Fax: 212 688 8640 Web: http://www.koreanculture.org E-mail: [email protected] Sponsored by Korea Tourism Organization New York Tel: 201 585 0909 Fax: 201 585 9041 Web: http://www.tour2korea.com E-mail: [email protected] Consultant: Gwin Joh Chin Ms. Gwin Joh Chin, a Korean-American New Yorker, worked for The New York Times for 40 years. Copyright©2007 by Korean Cultural Service New York Copyright©2006 by The New York Times Co. Reprinted with permission. All rights reserved. No part of this book may be reproduced in any form or by any means, electronic or mechanical, including photocopying, recovering, or by any information storage and retrieval system, without permission in writing from the publisher. Printed in New York Cover & text design by Jisook Byun Printing & binding by Karis Graphic Corp. -
Esports in Korea: a Study on League of Legends Team Performances on the Share Price of Owning Corporations Filbert Goetomo Claremont Mckenna College
Claremont Colleges Scholarship @ Claremont CMC Senior Theses CMC Student Scholarship 2016 Esports in Korea: A study on League of Legends team performances on the share price of owning corporations Filbert Goetomo Claremont McKenna College Recommended Citation Goetomo, Filbert, "Esports in Korea: A study on League of Legends team performances on the share price of owning corporations" (2016). CMC Senior Theses. Paper 1356. http://scholarship.claremont.edu/cmc_theses/1356 This Open Access Senior Thesis is brought to you by Scholarship@Claremont. It has been accepted for inclusion in this collection by an authorized administrator. For more information, please contact [email protected]. Claremont Mckenna College Esports in Korea: A study on League of Legends team performances on the share price of owning corporations SUBMITTED TO Professor Richard Burdekin AND Professor Sven Arndt By Filbert Goetomo For SENIOR THESIS Spring 2016 April 25th, 2016 1 2 Table of Contents I. Acknowledgements .................................................................................................. 4 II. Abstract .................................................................................................................... 5 III. Introduction ............................................................................................................. 6 The History of Esports s and the rise of League of Legends ............................ 6 The Game .........................................................................................................