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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. -
Pioneering E-Sport: the Experience Economy and the Marketing of Early 1980S Arcade Gaming Contests
International Journal of Communication 7 (2013), 2254-2274 1932–8036/20130005 Pioneering E-Sport: The Experience Economy and the Marketing of Early 1980s Arcade Gaming Contests MICHAEL BOROWY DAL YONG JIN Simon Fraser University This article sets out to historicize the development of e-sport (organized competitive digital gaming) in the early 1980s using three new conceptual frameworks. We identify e-sport as an accompaniment of the broader embryonic gamer culture, a hallmark of the “experience economy” concept, and as a succession of consumer practices whose development was coterminous with the rise of event marketing as a leading promotional business strategy. By examining the origins of e-sport as both a marketized event and experiential commodity, we see this period as a transitory era bridging different phases in the areas of sports, marketing, and technology, resulting in the expansion of competitive cyberathleticism. Keywords: e-sport, professional gamer, arcade, experience economy, event marketing, video games, public events Introduction In the early 2000s, competitive player-versus-player digital game play (henceforth e-sports) has been a heavily promoted feature of overall gamer culture. Although e-sport—known as an electronic sport and the leagues in which players compete through networked games and related activities (Jin, 2010)— has existed since the early 1980s, the increased attention toward the activity in the 21st century has signaled that the gaming industry is adopting more flexible avenues of public event consumption with the goal of generating higher profit margins. While stand-alone e-sports events are common, their use as adjuncts of other industry events, including major trade shows, press conferences, and even traveling orchestras, demonstrates that competitive gaming continues to play a major role in the machinery of game industry event marketing. -
The Videogame Style Guide and Reference Manual
The International Game Journalists Association and Games Press Present THE VIDEOGAME STYLE GUIDE AND REFERENCE MANUAL DAVID THOMAS KYLE ORLAND SCOTT STEINBERG EDITED BY SCOTT JONES AND SHANA HERTZ THE VIDEOGAME STYLE GUIDE AND REFERENCE MANUAL All Rights Reserved © 2007 by Power Play Publishing—ISBN 978-1-4303-1305-2 No part of this book may be reproduced or transmitted in any form or by any means – graphic, electronic or mechanical – including photocopying, recording, taping or by any information storage retrieval system, without the written permission of the publisher. Disclaimer The authors of this book have made every reasonable effort to ensure the accuracy and completeness of the information contained in the guide. Due to the nature of this work, editorial decisions about proper usage may not reflect specific business or legal uses. Neither the authors nor the publisher shall be liable or responsible to any person or entity with respects to any loss or damages arising from use of this manuscript. FOR WORK-RELATED DISCUSSION, OR TO CONTRIBUTE TO FUTURE STYLE GUIDE UPDATES: WWW.IGJA.ORG TO INSTANTLY REACH 22,000+ GAME JOURNALISTS, OR CUSTOM ONLINE PRESSROOMS: WWW.GAMESPRESS.COM TO ORDER ADDITIONAL COPIES OF THE VIDEOGAME STYLE GUIDE AND REFERENCE MANUAL PLEASE VISIT: WWW.GAMESTYLEGUIDE.COM ACKNOWLEDGEMENTS Our thanks go out to the following people, without whom this book would not be possible: Matteo Bittanti, Brian Crecente, Mia Consalvo, John Davison, Libe Goad, Marc Saltzman, and Dean Takahashi for editorial review and input. Dan Hsu for the foreword. James Brightman for his support. Meghan Gallery for the front cover design. -
The Blue Sky Rangers Speak at the Twin Galaxies Entertainment
©2015 Intellivision Productions, Inc. Volume 3 No. 4 September 2015 Hello Game Club Members! Hope you all had a great Diner prints: Limited summer! But now it's time to get back to work and Number Available! school...but that doesn't mean you can't still have fun -- w ith Intellivision®! The Twin Galaxies Entertainment Festival is coming soon! If you love classic video games (like Intellivision!), you'll love the Twin Galaxies Entertainment Festival, happening October 2nd through 4th in Banning, California! Hosted at the Museum of Pinball, located a little over an hour from Los Angeles and Orange In 1987, INTV Corp. County and 20 minutes from Palm Springs, California, the 18-acre released Diner, a sequel campus will be transformed into a one-of-a-kind entertainment to BurgerTIme, festival - including a 40,000 square foot facility with over 800 retro programmed by and modern arcade games and pinball machines. Live music, BurgerTime programmer celebrity appearances, food trucks, gaming tournaments, and more! Ray Kaestner. The cover Intellivision will have a booth where you can meet some of the illustration for Diner was original programmers, buy exclusive merchandise and get done by Blue Sky Ranger autographs! Hope to see you there! For more information and Keith Robinson. A few tickets go to the Twin Galaxies Entertainment Festival website! years ago, we printed up a limited number of prints of The Blue Sky Rangers Speak at the Twin Galaxies Keith's illustration for him Entertainment Festival to sign at game Several of The Blue Sky Rangers, the conventions and expos. -
Esports High Impact and Investable
Needham Insights: Thought Leader Series Laura A. Martin, CFA & CMT – [email protected] / (917) 373-3066 September 5, 2019 Dan Medina – [email protected] / (626) 893-2925 eSports High Impact and Investable For the past decade, eSports has been growing on the main stage in Asia and in stealth mode in the US. This report addresses questions we get most often from investors about eSports: ➢ What is eSports? Definitions differ. Our definition of eSports is “players competing at a video game in front of a live audience while being live-streamed.” By implication, viewing, attendance, and playing time are linked, and each creates revenue streams for eSports. ➢ How big is eSports? Globally, one out of every three (ie, 33%) 18-25 year olds spent more than an hour a day playing video games, 395mm people watched eSports, and 250mm people played Fortnite in 2018. eSports revenue will be $1.1B in 2019, up 26% y/y. ➢ Should investors care about eSports? We would argue “yes”, owing to: a) global scale; b) time spent playing and viewing; c) compelling demographics; d) eSports vs traditional sports trends; e) revenue growth; and, f) sports betting should supercharge US eSports. ➢ Is eSports a fad? We would argue “no”, owing to: a) many US Universities now offer Varsity eSports scholarships; b) new special purpose eSports stadiums are proliferating; c) billionaires are investing to make eSports successful; d) audience growth; and, e) Olympics potential. ➢ Why have you never heard of eSports? Because zero of the top 30 earning players in the world were from the US in 2018. -
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. -
Systematic Scoping Review on Social Media Monitoring Methods and Interventions Relating to Vaccine Hesitancy
TECHNICAL REPORT Systematic scoping review on social media monitoring methods and interventions relating to vaccine hesitancy www.ecdc.europa.eu ECDC TECHNICAL REPORT Systematic scoping review on social media monitoring methods and interventions relating to vaccine hesitancy This report was commissioned by the European Centre for Disease Prevention and Control (ECDC) and coordinated by Kate Olsson with the support of Judit Takács. The scoping review was performed by researchers from the Vaccine Confidence Project, at the London School of Hygiene & Tropical Medicine (contract number ECD8894). Authors: Emilie Karafillakis, Clarissa Simas, Sam Martin, Sara Dada, Heidi Larson. Acknowledgements ECDC would like to acknowledge contributions to the project from the expert reviewers: Dan Arthus, University College London; Maged N Kamel Boulos, University of the Highlands and Islands, Sandra Alexiu, GP Association Bucharest and Franklin Apfel and Sabrina Cecconi, World Health Communication Associates. ECDC would also like to acknowledge ECDC colleagues who reviewed and contributed to the document: John Kinsman, Andrea Würz and Marybelle Stryk. Suggested citation: European Centre for Disease Prevention and Control. Systematic scoping review on social media monitoring methods and interventions relating to vaccine hesitancy. Stockholm: ECDC; 2020. Stockholm, February 2020 ISBN 978-92-9498-452-4 doi: 10.2900/260624 Catalogue number TQ-04-20-076-EN-N © European Centre for Disease Prevention and Control, 2020 Reproduction is authorised, provided the -
Magisterarbeit / Master's Thesis
MAGISTERARBEIT / MASTER’S THESIS Titel der Magisterarbeit / Title of the Master‘s Thesis „Player Characters in Plattform-exklusiven Videospielen“ verfasst von / submitted by Christof Strauss Bakk.phil. BA BA MA angestrebter akademischer Grad / in partial fulfilment of the requirements for the degree of Magister der Philosophie (Mag. phil.) Wien, 2019 / Vienna 2019 Studienkennzahl lt. Studienblatt / UA 066 841 degree programme code as it appears on the student record sheet: Studienrichtung lt. Studienblatt / Magisterstudium Publizistik- und degree programme as it appears on Kommunikationswissenschaft the student record sheet: Betreut von / Supervisor: tit. Univ. Prof. Dr. Wolfgang Duchkowitsch 1. Einleitung ....................................................................................................................... 1 2. Was ist ein Videospiel .................................................................................................... 2 3. Videospiele in der Kommunikationswissenschaft............................................................ 3 4. Methodik ........................................................................................................................ 7 5. Videospiel-Genres .........................................................................................................10 6. Geschichte der Videospiele ...........................................................................................13 6.1. Die Anfänge der Videospiele ..................................................................................13 -
Super Smash Bros. Melee: an Interdisciplinary Esports Ethnography
"Melee is Broken": Super Smash Bros. Melee: An Interdisciplinary Esports Ethnography Abbie ·spoopy' Rappaport A Thesis In the Department of Humanities Presented in Partial Fulfillment of the Requirements F or the Degree of Master of Arts (Individualized Program) at Concordia University Montreal, Quebec, Canada May 2020 © Abbie 'spoopy' Rappaport, 2020 CONCORDIA UNN ERSITY School of Graduate Studies This is to ce1tify that the thesis prepared By: Abbie ''spoooopy' Rappaport Entitled: Mellee iis Brrokkeenn”":: Supperr Smassh Bros.. Melleee:: An Interrdiisscciipplliinnary Esporrttss Etthnography and submitted in prutial fulfillment of the requirements for the degree of Indiivviiddualized Mastterss (IINDI MA)) complies with the regulations of the University and meets the accepted standru·ds with respect to originality and quality. Signed by the final examining committee: Rachel Berger Chair Darrrren Werrsshllerr Examiner Barrtt Siimon Examiner Pipppin Barr Thesis Supervisor(s) Darren Wershlerr,, Bart Simon,, Piippppin Baarrrr Approved by Rachel Berger Chair of Department or Graduate Program Director Effrosyni Diamantoudi, Dean, Date iii Abstract "Melee is Broken": Super Smash Bros. Melee: An Interdisciplinary Esports Ethnography Abbie 'spoopy' Rappaport This work presents a qualitative analysis of the esports community that plays and watches Super Smash Bros. Melee (SSBM) , a platform-based fighting game released for the Nintendo GameCube in 2001. SSBM is unusual as an esport for the way that it is built on a grass-roots foundation shaped by players (rather than the game's developers) and is contingent on the continued use of residual media objects, specifically the CRT television, Nintendo GameCube and Wii console coupled with the restraints of analog signal processing. SSBM players show particular dedication to dominant community practices like strict tournament rules and settings, shared use of dialect/nomenclatures, mode of play and so on, which are derived from, embedded in, and reinforced by specific hardware and software objects. -
Michelin to Make Playstation's Gran
PRESS INFORMATION NEW YORK, Aug. 23, 2019 — PlayStation has selected Michelin as “official tire technology partner” for its Gran Turismo franchise, the best and most authentic driving game, the companies announced today at the PlayStation Theater on Broadway. Under the multi-year agreement, Michelin also becomes “official tire supplier” of FIA Certified Gran Turismo Championships, with Michelin-branded tires featured in the game during its third World Tour live event also in progress at PlayStation Theater throughout the weekend. The relationship begins by increasing Michelin’s visibility through free downloadable content on Gran Turismo Sport available to users by October 2019. The Michelin-themed download will feature for the first time: . A new Michelin section on the Gran Turismo Sport “Brand Central” virtual museum, which introduces players to Michelin’s deep history in global motorsports, performance and innovation. Tire technology by Michelin available in the “Tuning” section of Gran Turismo Sport, applicable to the game’s established hard, medium and soft formats. On-track branding elements and scenography from many of the world’s most celebrated motorsports competitions and venues. In 1895, the Michelin brothers entered a purpose-built car in the Paris-Bordeaux-Paris motor race to prove the performance of air-filled tires. Since that storied race, Michelin has achieved a record of innovation and ultra-high performance in the most demanding and celebrated racing competitions around the world, including 22 consecutive overall wins at the iconic 24 Hours of Le Mans and more than 330 FIA World Rally Championship victories. Through racing series such as FIA World Endurance Championship, FIA World Rally Championship, FIA Formula E and International Motor Sports Association series in the U.S., Michelin uses motorsports as a laboratory to collect vast amounts of real-world data that power its industry-leading models and simulators for tire development. -
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. -
How to Start a Career in E-Sports
Moona Tuominen HOW TO START A CAREER IN E-SPORTS HOW TO START A CAREER IN E-SPORTS Moona Tuominen Bachelor’s Thesis Spring 2021 Business Information Technology Oulu University of Applied Sciences ABSTRACT Oulu University of Applied Sciences Business Information Technology Author(s): Moona Tuominen Title of Bachelor´s thesis: How to start a career in eSports Supervisor(s): Minna Kamula Term and year of completion: Spring 2021 Number of pages: 34 This thesis is about eSports, also known as electronic sports or competitive gaming. Gaming has grown as a business over the past few decades and eSports rival traditional sports in terms of revenue and viewership numbers. The industry is expected to continue growing, and as such, it is interesting to look at different career opportunities within the eSports industry. This paper lays out the history of competitive gaming and explores different career paths possible in the field of eSports, as well as ways to start a career in eSports. The aim of this thesis is to give a good, coherent picture of eSports as an industry, and to analyze the ways professionals in different positions and with different career paths have created their own careers in eSports. This research gives insight into the still quite new industry and the ways professionals from different backgrounds end up working for eSports organizations. Data used consists of written article interviews of professional gamers, YouTube videos of eSports professionals explaining what they do and how they ended up in the industry, as well as a short questionnaire. The conclusions of this thesis answer to the question: How to get a career in eSports? Keywords: Esports, Competitive Gaming, eSports Industry, Professional Gaming 3 CONTENTS 1 INTRODUCTION ..................................................................................................................