Evolution of the Gaming Experience: Live Video Streaming and the Emergence of a New Web Community
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Chronotopes and Social Types in South Korean Digital Gaming
Chronotopes and Social Types in South Korean Digital Gaming Stephen C. Rea, University of California, Irvine ABSTRACT This article examines a South Korean cultural chronotope from the perspective of Korea’s world-renowned digital gaming culture, including its professional electronic sports (e- sports) scene and the experiences of amateur gamers in online gaming cafés (PC bang). My analysis centers on two of Korean digital gaming culture’s recognizable social types and the spatiotemporal qualities of their play: professional gamers and the quickness em- bodied in their e-sports performances; and a specific kind of amateur PC bang gamer who is more socially isolated and whose engagement with games is slow and repetitive. I argue that through their performances in digital games’ virtual and actual-world participation frameworks, gamers orient to these social types in ways that differentially construe their relationships to semiotic depictions of places, times, and personhoods. Thinking through these orientations and their spatial, temporal, and social qualities is critical to under- standing chronotopic representations of contemporary Korea. A strong force pulls K’sbodybackasthecaraccelerates....He feels a little dizzy, but it isn’t entirely unpleasant. The world has always moved around him quickly, and right now this [taxi] is his world. Soon he will adapt. The speed of his body will adjust to that of the taxi. (Kim [1996] 2007, 21) Contact Stephen C. Rea at Anthropology, UC Irvine, Social and Behavioral Sciences Gateway, UC Irvine, Irvine, CA 92697-5100 ([email protected]). I thank two anonymous reviewers for Signs and Society and editor-in-chief Asif Agha for their substantive comments and helpful feedback on an earlier draft of this article, and Elizabeth Reddy for her suggestions for revisions. -
Social Media Job Expectations
Social Media Job Expectations Twitter @FHNtoday User 1Push all new content from FHNtoday.com and FHNgameday.com ● Push miscellaneous announcements ● User will focus on tagging people/groups when possible. ● Promote other social accounts weekly ● Push breaking news ● Check on Medium daily. ● Have at least 3 updates per week day ● Maintain look/profile of @FHNtoday ● Research this and brainstorm ways to make medium even stronger. Twitter @FHNtoday User 2 Push all new content from FHNgameday.com ● Push miscellaneous sports announcements ● User will focus on tagging people/groups when possible. ● Promote other social accounts weekly ● Push breaking sports news ● Check on Medium daily. ● Have at least 3 updates per week day ● Research this and brainstorm ways to make medium even stronger. Twitter @FHNtoday User 3: ● Maintain weekly analytics report ● User will focus on tagging people/groups when possible. ● Follow back accounts ● Follow new accounts ● Maintain lists ● Check on Medium daily. ● RT appropriate members of the community. 1 or 2 per day ● Reply to @mentions ● Utilize: https://analytics.twitter.com OK -- Pinterest User 1: Focus on school-related topics like Homecoming, Pep Assembly's, etc. ● Focus on at least one board per week with multiple postings per day ● Work to maintain and update previous related boards when appropriate ● Share information at least once per week with Facebook and Twitter User #1 to promote ● Work to maintain/increase followers/board followed ● Check on Medium daily. ● Maintain overall look/profile of account OK -- Pinterest User 2: ● Focusing on trending topics or things that are going viral. ● Focus on at least one board per week with multiple postings per day ● Work to maintain and update previous related boards when appropriate ● Share information at least once per week with Facebook and Twitter User #1 to promote ● Maintain weekly analytics of Pinterest ● Check on Medium daily. -
Security Analysis of Tumblr
Security Analysis of Tumblr 6.857 Spring 2017 Team Hackerman Remi Mir, Shruti Banda, Stephen Li, José Zúñiga Table of Contents Abstract 2 Introduction 2 What is Tumblr? 2 Motivation 2 Past Security Incidents 2 Principals and Actions 3 Guests 3 Users with Accounts 3 Group Users 4 Third Party Developers 4 Tumblr Corporation 4 Testing Methodology 4 Web Application 5 Burp Suite 6 Overview 6 Tests 6 Results 8 API 9 Overview 9 Tests 10 Invalid Inputs 10 Basic Scripting 11 Script Injection Attacks 12 Results 14 Conclusion 14 Summary 14 Recommendations 15 Further Work 15 Acknowledgements 16 References 16 1 Abstract Our project was to perform the security analysis of a popular microblogging site called Tumblr. The objective was to explore the different ways Tumblr ensures the protection of the information it collects from its users, and identify which areas it fails to secure. We especially focused on how Tumblr handles the security as per its privacy policy, including all relevant account information, e.g. username, password, age, and email address. We constructed a security analysis document summarizing our attempts to detect flaws in both the web application and the API. Our group identified strengths and weaknesses of the web application and the API, and drafted recommendations for solutions that Tumblr can implement to make the platform more secure for its users. Introduction What is Tumblr? Tumblr is a popular microblogging platform with more than 20 million users from the United States [1] and over 300 million blogs in total [2]. It is also among the top ten social networking sites worldwide in 2017 [3]. -
Effectiveness of Dismantling Strategies on Moderated Vs. Unmoderated
www.nature.com/scientificreports OPEN Efectiveness of dismantling strategies on moderated vs. unmoderated online social platforms Oriol Artime1*, Valeria d’Andrea1, Riccardo Gallotti1, Pier Luigi Sacco2,3,4 & Manlio De Domenico 1 Online social networks are the perfect test bed to better understand large-scale human behavior in interacting contexts. Although they are broadly used and studied, little is known about how their terms of service and posting rules afect the way users interact and information spreads. Acknowledging the relation between network connectivity and functionality, we compare the robustness of two diferent online social platforms, Twitter and Gab, with respect to banning, or dismantling, strategies based on the recursive censor of users characterized by social prominence (degree) or intensity of infammatory content (sentiment). We fnd that the moderated (Twitter) vs. unmoderated (Gab) character of the network is not a discriminating factor for intervention efectiveness. We fnd, however, that more complex strategies based upon the combination of topological and content features may be efective for network dismantling. Our results provide useful indications to design better strategies for countervailing the production and dissemination of anti- social content in online social platforms. Online social networks provide a rich laboratory for the analysis of large-scale social interaction and of their social efects1–4. Tey facilitate the inclusive engagement of new actors by removing most barriers to participate in content-sharing platforms characteristic of the pre-digital era5. For this reason, they can be regarded as a social arena for public debate and opinion formation, with potentially positive efects on individual and collective empowerment6. -
What Is Gab? a Bastion of Free Speech Or an Alt-Right Echo Chamber?
What is Gab? A Bastion of Free Speech or an Alt-Right Echo Chamber? Savvas Zannettou Barry Bradlyn Emiliano De Cristofaro Cyprus University of Technology Princeton Center for Theoretical Science University College London [email protected] [email protected] [email protected] Haewoon Kwak Michael Sirivianos Gianluca Stringhini Qatar Computing Research Institute Cyprus University of Technology University College London & Hamad Bin Khalifa University [email protected] [email protected] [email protected] Jeremy Blackburn University of Alabama at Birmingham [email protected] ABSTRACT ACM Reference Format: Over the past few years, a number of new “fringe” communities, Savvas Zannettou, Barry Bradlyn, Emiliano De Cristofaro, Haewoon Kwak, like 4chan or certain subreddits, have gained traction on the Web Michael Sirivianos, Gianluca Stringhini, and Jeremy Blackburn. 2018. What is Gab? A Bastion of Free Speech or an Alt-Right Echo Chamber?. In WWW at a rapid pace. However, more often than not, little is known about ’18 Companion: The 2018 Web Conference Companion, April 23–27, 2018, Lyon, how they evolve or what kind of activities they attract, despite France. ACM, New York, NY, USA, 8 pages. https://doi.org/10.1145/3184558. recent research has shown that they influence how false informa- 3191531 tion reaches mainstream communities. This motivates the need to monitor these communities and analyze their impact on the Web’s information ecosystem. 1 INTRODUCTION In August 2016, a new social network called Gab was created The Web’s information ecosystem is composed of multiple com- as an alternative to Twitter. -
Riots: a Comparative Study of Twitter and Parler
111 Capitol (Pat)riots: A comparative study of Twitter and Parler HITKUL, IIIT - Delhi, India AVINASH PRABHU∗, DIPANWITA GUHATHAKURTA∗, JIVITESH JAIN∗, MALLIKA SUBRA- MANIAN∗, MANVITH REDDY∗, SHRADHA SEHGAL∗, and TANVI KARANDIKAR∗, IIIT - Hy- derabad, India AMOGH GULATI∗ and UDIT ARORA∗, IIIT - Delhi, India RAJIV RATN SHAH, IIIT - Delhi, India PONNURANGAM KUMARAGURU, IIIT - Delhi, India On 6 January 2021, a mob of right-wing conservatives stormed the USA Capitol Hill interrupting the session of congress certifying 2020 Presidential election results. Immediately after the start of the event, posts related to the riots started to trend on social media. A social media platform which stood out was a free speech endorsing social media platform Parler; it is being claimed as the platform on which the riots were planned and talked about. Our report presents a contrast between the trending content on Parler and Twitter around the time of riots. We collected data from both platforms based on the trending hashtags and draw comparisons based on what are the topics being talked about, who are the people active on the platforms and how organic is the content generated on the two platforms. While the content trending on Twitter had strong resentments towards the event and called for action against rioters and inciters, Parler content had a strong conservative narrative echoing the ideas of voter fraud similar to the attacking mob. We also find a disproportionately high manipulation of traffic on Parler when compared to Twitter. Additional Key Words and Phrases: Social Computing, Data Mining, Social Media Analysis, Capitol Riots, Parler, Twitter 1 INTRODUCTION Misinformation of the United States of America’s presidential election results being fraudulent has been spreading across the world since the elections in November 2020.1 Public protests and legal cases were taking place across the states against the allegation of voter fraud and manhandling of mail-in ballots.2 This movement took a violent height when a mob attacked the Capitol Hill building to stop certification of Mr. -
Playvs Announces $30.5M Series B Led by Elysian Park
PLAYVS ANNOUNCES $30.5M SERIES B LED BY ELYSIAN PARK VENTURES, INVESTMENT ARM OF THE LA DODGERS, ADDITIONAL GAME TITLES AND STATE EXPANSIONS FOR INAUGURAL SEASON FEBRUARY 2019 High school esports market leader introduces Rocket League and SMITE to game lineup adds associations within Alabama, Mississippi, and Texas to sanctioned states for Season One and closes a historic round of funding from Diddy, Adidas, Samsung and others EMBARGOED FOR NOVEMBER 20TH AT 10AM EST / 7AM PST LOS ANGELES, CA - November 20th - PlayVS – the startup building the infrastructure and official platform for high school esports - today announced its Series B funding of $30.5 million led by Elysian Park Ventures, the private investment arm of the Los Angeles Dodgers ownership group, with five existing investors doubling down, New Enterprise Associates, Science Inc., Crosscut Ventures, Coatue Management and WndrCo, and new groups Adidas (marking the company’s first esports investment), Samsung NEXT, Plexo Capital, along with angels Sean “Diddy” Combs, David Drummond (early employee at Google and now SVP Corp Dev at Alphabet), Rahul Mehta (Partner at DST Global), Rich Dennis (Founder of Shea Moisture), Michael Dubin (Founder and CEO of Dollar Shave Club), Nat Turner (Founder and CEO of Flatiron Health) and Johnny Hou (Founder and CEO of NZXT). This milestone round comes just five months after PlayVS’ historic $15M Series A funding. “We strive to be at the forefront of innovation in sports, and have been carefully -
Consumer Motivation, Spectatorship Experience and the Degree of Overlap Between Traditional Sport and Esport.”
COMPETITIVE SPORT IN WEB 2.0: CONSUMER MOTIVATION, SPECTATORSHIP EXPERIENCE, AND THE DEGREE OF OVERLAP BETWEEN TRADITIONAL SPORT AND ESPORT by JUE HOU ANDREW C. BILLINGS, COMMITTEE CHAIR CORY L. ARMSTRONG KENON A. BROWN JAMES D. LEEPER BRETT I. SHERRICK A DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the Department of Journalism and Creative Media in the Graduate School of The University of Alabama TUSCALOOSA, ALABAMA 2019 Copyright Jue Hou 2019 ALL RIGHTS RESERVED ABSTRACT In the 21st Century, eSport has gradually come into public sight as a new form of competitive spectator event. This type of modern competitive video gaming resembles the field of traditional sport in multiple ways, including players, leagues, tournaments and corporate sponsorship, etc. Nevertheless, academic discussion regarding the current treatment, benefit, and risk of eSport are still ongoing. This research project examined the status quo of the rising eSport field. Based on a detailed introduction of competitive video gaming history as well as an in-depth analysis of factors that constitute a sport, this study redefined eSport as a unique form of video game competition. From the theoretical perspective of uses and gratifications, this project focused on how eSport is similar to, or different from, traditional sports in terms of spectator motivations. The current study incorporated a number of previously validated-scales in sport literature and generated two surveys, and got 536 and 530 respondents respectively. This study then utilized the data and constructed the motivation scale for eSport spectatorship consumption (MSESC) through structural equation modeling. -
THE PRIMORDIAL ECONOMICS of CHEATING: Trading Skill for Glory Or Vital Steps to Evolved Play?
THE PRIMORDIAL ECONOMICS OF CHEATING: Trading Skill for Glory or Vital Steps to Evolved Play? Robert MacBride Games Programs, RMIT University, Melbourne, VIC 3000 Australia (+61 3) 9925-2000 [email protected] [email protected] ABSTRACT firstly outline some of the ways in which ethics have been In a period marked by cultural, industrial and technological conceptualised in game play, following this; a look at a case convergences of new media platforms globally, what study of Melbourne MMO players and their definitions of constitutes ‘Situated play’? One of the key aspects of the the “ethics” in games through the rubric of cheating. global digital industries has been the increasing importance of locality in determining modes of game play. Far from The case study of MMO users in Melbourne will consist of homogenising game play, globalisation has resulted in users from over 10 ethnic backgrounds. The sample study “disjuncture” and “difference” at the level of the local. Take, will ask users about their definition of cheating and right or for example, the considerable successes of the Massively wrong game play so that we may mediate on some of Multiplayer Online scene; despite its movement towards the saliencies and nascent socio-cultural dimensions of play and idea of the connected gaming civilisation model, many locality. MMO are not global but, rather, played by certain communities that share linguistic, socio-cultural or political economy similarities. A considerably poignant example KEYWORDS would be the way in which different aesthetics appeal to Cheat, Debug, Trainer, Twinking, Build & Levelling guides, cultural contexts. The formulation of these distinctive taste Camping, Programming flaw exploitation, Walkthrough, cultures are marked by what Pierre Bourdieu noted as FAQ (Frequently asked question document), Patching, modes of cultural (productions of knowledges), social and Speed run, Gold/Stat farming, Ghosting, Unlockable, Easter economic capital. -
Sport and Play in a Digital World
Sport and play in a digital world Call for papers in Sport, Ethics and Philosophy Dr. Ivo van Hilvoorde ([email protected]) Digital technology plays an important role in the everyday lives of people. The increasing popularity and attraction of gaming has often been framed as a problematic and disquieting development, because the time spent with digital media is supposed to be at the expense of ‘real’ playing and exercising time. In the last decade however, new games emerged on the market that do not conform anymore to the standard idea that gaming contradicts with playing ‘real sports’. ‘Sport games’ are gaining in significance all over the world and are even challenging the modern and hegemonic concept of sport (Taylor, 2012). As some researchers argue, new technologies allow for entirely ‘new forms of play that we’ve only just begun to imagine’ (Pesce, 2000, p. 213; Sydnor, 2001). There is still a lot of confusion about some of the concepts that are being used to describe this development towards the digitalization of play and sport culture. Concepts like sport gaming, virtual sports and exergaming are often used in a rather loose manner and may refer to a variety of manifestations of ‘digital play’, such as the simulation of real sports, cybersport and e-sports on either traditional or motion-controlled game consoles. With the term cybersport, Hemphill (2005: 199) refers to ‘alternative sport realities, that is, to electronically extended athletes in digitally represented sporting worlds’. Whereas Hemphill speaks of ‘alternative sport realities’, other definitions imply that e-sports is simply a new subset of the family of sports. -
Campus Knowledge of Esports Kenny Sugishita University of South Carolina - Columbia
University of South Carolina Scholar Commons Theses and Dissertations 12-14-2015 Campus Knowledge of eSports Kenny Sugishita University of South Carolina - Columbia Follow this and additional works at: https://scholarcommons.sc.edu/etd Part of the Sports Management Commons Recommended Citation Sugishita, K.(2015). Campus Knowledge of eSports. (Master's thesis). Retrieved from https://scholarcommons.sc.edu/etd/3296 This Open Access Thesis is brought to you by Scholar Commons. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of Scholar Commons. For more information, please contact [email protected]. CAMPUS KNOWLEDGE OF ESPORTS by Kenny Sugishita Bachelor of Science University of South Carolina Upstate, 2013 Submitted in Partial Fulfillment of the Requirements For the Degree of Master of Sport and Entertainment Management in Sport and Entertainment Management College of Hospitality, Retail, and Sport Management University of South Carolina 2015 Accepted by: Mark Nagel, Director of Thesis Amber Fallucca, Reader Lacy Ford, Senior Vice Provost and Dean of Graduate Studies © Copyright by Kenny Sugishita, 2015 All Rights Reserved. ii ABSTRACT This research study investigates private college and university admission’s officers levels of familiarity of the electronic sports (eSports) industry along with determining the level of emphasis universities place on academics and co-curricular activities. A thorough examination of the professional eSports space is extensively detailed providing information about the history of video games, the development of professional eSports, and the development of collegiate eSports. Additionally, examination of trends in higher education, especially as it relates to private institutions, is explained in detail. -
View the Manual
© 2011 1C Company. Developed by Digitalmindsoft. All rights reserved. This product contains technology licensed by Best Way. Index ===== Installation.....................................2 System Requirements ............................2 Installation ...................................3 Launching the Game .............................3 Profile .........................................3 Main Menu........................................3 Single Player....................................4 Game Menu ......................................6 Game Interface .................................8 1. Main Screen ...............................8 2. Minimap ...................................9 3. Squads - Panel of Quick Unit Selection ..10 4. Message History ..........................10 5. Mission Objectives .......................10 6. Control Panel ............................10 Controls........................................12 Alternate Selection ...........................13 Game Controls .................................15 Direct Control ................................19 Context Commands ..............................20 Infantry ......................................21 Vehicles ......................................22 Weapons .......................................24 Inventory .....................................26 Using Items ...................................27 Cover and Camouflage ...........................27 Other Features ................................28 Multiplayer - LAN...............................29 LAN Game Interface ............................29