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Birth and Evolution of Korean Reality Show Formats
Georgia State University ScholarWorks @ Georgia State University Film, Media & Theatre Dissertations School of Film, Media & Theatre Spring 5-6-2019 Dynamics of a Periphery TV Industry: Birth and Evolution of Korean Reality Show Formats Soo keung Jung [email protected] Follow this and additional works at: https://scholarworks.gsu.edu/fmt_dissertations Recommended Citation Jung, Soo keung, "Dynamics of a Periphery TV Industry: Birth and Evolution of Korean Reality Show Formats." Dissertation, Georgia State University, 2019. https://scholarworks.gsu.edu/fmt_dissertations/7 This Dissertation is brought to you for free and open access by the School of Film, Media & Theatre at ScholarWorks @ Georgia State University. It has been accepted for inclusion in Film, Media & Theatre Dissertations by an authorized administrator of ScholarWorks @ Georgia State University. For more information, please contact [email protected]. DYNAMICS OF A PERIPHERY TV INDUSTRY: BIRTH AND EVOLUTION OF KOREAN REALITY SHOW FORMATS by SOOKEUNG JUNG Under the Direction of Ethan Tussey and Sharon Shahaf, PhD ABSTRACT Television format, a tradable program package, has allowed Korean television the new opportunity to be recognized globally. The booming transnational production of Korean reality formats have transformed the production culture, aesthetics and structure of the local television. This study, using a historical and practical approach to the evolution of the Korean reality formats, examines the dynamic relations between producer, industry and text in the -
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Sports & Esports the Competitive Dream Team
SPORTS & ESPORTS THE COMPETITIVE DREAM TEAM JULIANA KORANTENG Editor-in-Chief/Founder MediaTainment Finance (UK) SPORTS & ESPORTS: THE COMPETITIVE DREAM TEAM 1.THE CROSSOVER: WHAT TRADITIONAL SPORTS CAN BRING TO ESPORTS Professional football, soccer, baseball and motor racing have endless decades worth of experience in professionalising, commercialising and monetising sporting activities. In fact, professional-services powerhouse KPMG estimates that the business of traditional sports, including commercial and amateur events, related media as well as education, academic, grassroots and other ancillary activities, is a US$700bn international juggernaut. Furthermore, the potential crossover with esports makes sense. A host of popular video games have traditional sports for themes. Soccer-centric games include EA’s FIFA series and Konami’s Pro Evolution Soccer. NBA 2K, a series of basketball simulation games published by a subsidiary of Take-Two Interactive, influenced the formation of the groundbreaking NBA 2K League in professional esports. EA is also behind the Madden NFL series plus the NHL, NBA, FIFA and UFC (Ultimate Fighting Championship) games franchises. Motor racing has influenced the narratives in Rockstar Games’ Grand Theft Auto, Gran Turismo from Sony Interactive Entertainment, while Psyonix’s Rocket League melds soccer and motor racing. SPORTS & ESPORTS THE COMPETITIVE DREAM TEAM SPORTS & ESPORTS: THE COMPETITIVE DREAM TEAM In some ways, it isn’t too much of a stretch to see why traditional sports should appeal to the competitive streaks in gamers. Not all those games, several of which are enjoyed by solitary players, might necessarily translate well into the head-to-head combat formats associated with esports and its millions of live-venue and online spectators. -
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Digital Media Trends Survey Video Gaming Goes Mainstream
FEATURE Digital media trends survey Video gaming goes mainstream FROM THE DELOITTE CENTER FOR TECHNOLOGY, MEDIA & TELECOMMUNICATIONS Digital media trends survey: Video gaming goes mainstream As content creators increasingly adopt direct-to-consumer models, video gam- ing has become a legitimate competitor to TV and movies. What are the impli- cations for strategic planning? Product and partnership development? S THE MEDIA and entertainment (M&E) less than two years,2 have become legitimate com- industry prepares for seismic shifts in petitors in vying for consumers’ free time. At the A video, new behavioral trends reveal that same time, the explosion in direct-to-consumer video gaming could provide more disruption in the (DTC) subscription services ahead of high-profile battle for consumers’ attention and should be fac- DTC launches from technology companies and tored into most M&E companies’ strategic Hollywood studios has resulted in many media planning. These shifts are increasing the legitimacy companies having to navigate a competitive envi- of gaming, which could also prompt video game ronment that is in flux. makers and publishers to develop direct-to- consumer offerings and foster deeper ties with media and entertainment companies. Key shifts in subscriptions economy A look at the changing nature As consumers increasingly curate their own enter- of media consumption tainment experiences, gaming is coming to the forefront. The compelling shifts among millennial Over the past few years, the growth in gaming consumers (which now includes people up to age across generations has been dramatic and swift. 35 years old) reached an inflection point, with Overall, 30 percent of US consumers pay for a video gaming subscriptions edging ahead of Pay TV gaming subscription service, and 41 percent play subscriptions—53 percent versus 51 percent video games at least weekly, according to Deloitte’s according to Deloitte’s Digital media trends survey, Digital media trends survey, 13th edition. -
Bab Ii Tinjauan Pustaka
BAB II TINJAUAN PUSTAKA A. DESKRIPSI SUBYEK PENELITIAN 1. SISTAR Sistar merupakan girlband yang berada di bawah naungan Starship Entertainment. Girlband yang debut pada tanggal 3 Juni 2010 ini beranggotakan Hyorin, Soyu, Bora, dan Dasom. Teaser debut Sistar yang berjudul Push Push rilis pada tanggal 1 Juni 2010, dan melakukan debut stage pertama kali di acara Music Bank (salah satu acara musik Korea Selatan) tanggal 4 Juni 2010 (http://www.starship- ent.com/index.php?mid=sistaralbum&page=2&document_srl=373, diakses pada 26 oktober 2017 pukul 11.30 WIB). Gambar 2.1 Foto teaser debut Sistar berjudul Push Push Di tahun yang sama, tepatnya tanggal 25 Agustus, Sistar kembali mempromosikan single debut berjudul Shady Girl. Single ini semakin membuat nama Sistar dikenal oleh khalayak, dan menempati chart tinggi dibeberapa situs musik Korea Selatan. Tanggal 23 13 14 November, Sistar merilis Teaser MV untuk single baru berjudul How Dare You. Namun karena permasalahan perebutan perbatasan antara Korea Utara dan Korea Selatan, membuat MV untuk Single How Dare You sedikit terlambat dipublikasikan. Tepat seminggu, akhirnya pada tanggal 2 Desember MV tersebut rilis dan berhasil menempati urutan teratas di beberapa chart music seperti Melon, Mnet, Soribada, Bugs, Monkey3, dan Daum Musik. Dalam Melon Chart bulan Desember tahun 2010, Sistar menempati urutan ke empat dalam Top 100 (http://www.melon.com/chart/search/index.htm, diakses pada 26 oktober 2017 pukul 12.25 WIB). Sistar - Single How Dare You Gambar 2.2 Melon Chart Desember 2010 Untuk tahun 2011, Sistar kembali melebarkan sayapnya di dunia musik dengan membentuk sub-unit yang beranggotakan Hyorin dan Bora. -
Fenomén K-Pop a Jeho Sociokulturní Kontexty Phenomenon K-Pop and Its
UNIVERZITA PALACKÉHO V OLOMOUCI PEDAGOGICKÁ FAKULTA Katedra hudební výchovy Fenomén k-pop a jeho sociokulturní kontexty Phenomenon k-pop and its socio-cultural contexts Diplomová práce Autorka práce: Bc. Eliška Hlubinková Vedoucí práce: Mgr. Filip Krejčí, Ph.D. Olomouc 2020 Poděkování Upřímně děkuji vedoucímu práce Mgr. Filipu Krejčímu, Ph.D., za jeho odborné vedení při vypracovávání této diplomové práce. Dále si cením pomoci studentů Katedry asijských studií univerzity Palackého a členů české k-pop komunity, kteří mi pomohli se zpracováním tohoto tématu. Děkuji jim za jejich profesionální přístup, rady a celkovou pomoc s tímto tématem. Prohlášení Prohlašuji, že jsem diplomovou práci vypracovala samostatně s použitím uvedené literatury a dalších informačních zdrojů. V Olomouci dne Podpis Anotace Práce se zabývá hudebním žánrem k-pop, historií jeho vzniku, umělci, jejich rozvojem, a celkovým vlivem žánru na společnost. Snaží se přiblížit tento styl, který obsahuje řadu hudebních, tanečních a kulturních směrů, široké veřejnosti. Mimo samotnou podobu a historii k-popu se práce věnuje i temným stránkám tohoto fenoménu. V závislosti na dostupnosti literárních a internetových zdrojů zpracovává historii žánru od jeho vzniku až do roku 2020, spolu s tvorbou a úspěchy jihokorejských umělců. Součástí práce je i zpracování dvou dotazníků. Jeden zpracovává názor české veřejnosti na k-pop, druhý byl mířený na českou k-pop komunitu a její myšlenky ohledně tohoto žánru. Abstract This master´s thesis is describing music genre k-pop, its history, artists and their own evolution, and impact of the genre on society. It is also trying to introduce this genre, full of diverse music, dance and culture movements, to the public. -
Mediatalk: the Bright Appeal of M&A
H2: 2020 MEDIAtalk THE BRIGHT APPEAL OF M&A ii h2 2020 | mediatalk mediatalk | h2 2020 1 H2: 2020 MEDIAtalk A WORD FROM ANDY VINER GLOBAL HEAD OF MEDIA AND ENTERTAINMENT GLOBAL M&A: OVERVIEW 4 UK MEDIA M&A: OVERVIEW 10 Media in 2020 proved to be a remarkably resilient sector, buoyed in particular by increased demand for entertainment UK MEDIA M&A: HOT SECTORS 12 and related services. Globally, the value of media-related THE MEDIA PORTFOLIO 16 M&A topped USD $130 billion, a figure that underscored the market’s staying power in a remarkably difficult year. SPOTLIGHT ON THE US 20 And even though we saw a reduction in the number of deals LOOKING AHEAD TO 2021 25 announced in 2020, average deal values actually increased by around 14%. There was, of course, a significant divergence in how COVID-related restrictions affected different subsectors, with large numbers of companies directly vulnerable to lockdown policies and the newly cautious behaviour of consumers that went with them. While premiums were placed on assets and businesses with strong tech underpinnings and/or embedded data and digitalisation plans, deals targeting under-performing businesses were slower to materialise. Investors will now need to determine how to price in any necessary recovery period and the impact of corporate decisions taken to help businesses weather the storm. 2 h2 2020 | mediatalk mediatalk | h2 2020 3 A WORD FROM ANDY VINER continued That said, while revenue growth may be that. With its attractiveness to overseas slower initially through Q1, we anticipate investors and potential to bounce back, recovery to speed up over the rest of the it made up a big chunk of all deals struck year, and there could well be a shorter path through 2020, both within the UK and for M&A too. -
LEC Summer 2020
LEC AWARDS 2020: ALL PRO TEAM SUMMER 2020 ALL PRO: Top Laner ALL PRO: Jungler ALL PRO: Mid Laner ALL PRO: ADC ALL PRO: Support VOTING BALLOTS VOTER NICKNAME AFFILIATION ORGANISATION #1 Top laner #2 Top laner #3 Top laner #1 Jungler #2 Jungler #3 Jungler #1 Mid Laner #2 Mid Laner #3 Mid Laner #1 ADC #2 ADC #3 ADC #1 Support #2 Support #3 Support Aaron Chamberlain Medic On-Air Talent Alphari Wunder Orome Shad0w Gilius Jankos Larssen Caps Humanoid Rekkles Patrik Upset Kaiser Vander LIMIT Andrew Day Vedius On-Air Talent Alphari Orome Wunder Shad0w Selfmade Gilius Caps Larssen Humanoid Patrik Hans sama Rekkles Kaiser Vander Mikyx Christy Frierson ender On-Air Talent Alphari Wunder Orome Gilius Shad0w Inspired Caps Larssen Humanoid Rekkles Patrik Hans sama Kaiser Vander Dreams Daniel Drakos Drakos On-Air Talent Alphari Orome Odoamne Shad0w Gilius Inspired Caps Larssen Humanoid Rekkles Carzzy Crownshot Kaiser Vander Dreams Eefje Depoortere sjkoz On-Air Talent Alphari Odoamne Wunder Gilius Shad0w Jankos Caps Abbedagge Larssen Rekkles Patrik Neon Kaiser Vander Dreams Indiana Black Froskurinn On-Air Talent Alphari Odoamne Wunder Selfmade Gilius Shad0w Caps Larssen Humanoid Rekkles Carzzy Crownshot Vander Kaiser Dreams Laure Valee Bulii On-Air Talent Wunder Orome Odoamne Gilius Jankos Inspired Caps Larssen Humanoid Crownshot Rekkles Hans sama Kaiser Mikyx Vander Trevor Henry Quickshot On-Air Talent Alphari Orome Wunder Shad0w Gilius Trick Caps Larssen Humanoid Patrik Carzzy Crownshot Kaiser Vander Mikyx Simon Bayer Team Manager LEC Team Player Excel -
Master's Thesis in Geography Geoinformatics Spatial Analytics In
Master’s thesis in Geography Geoinformatics Spatial analytics in competitive gaming and e-sports Timo Ijäs 2021 Supervisor: Petteri Muukkonen Master’s Programme in Geography Faculty of Science UNIVERSITY OF HELSINKI Faculty Department Faculty of science Department of geosciences and geography Author Ijäs, Timo Topias Title Spatial analytics in competitive gaming and e-sports Subject Geography (geoinformatics) Level Month and Year Number of Pages Master’s thesis May 2021 168 Abstract The topic of this thesis is spatial analytics in competitive gaming and e-sports. The way in which players analyze spatial aspects of gameplay has not been well documented. I study how game, genre and skill level affect the use of spatial analysis in competitive gaming. My aim is also to identify the benefits and challenges of spatial analytics, as well as the need for new spatial analytical tools. Four games of different popular competitive gaming genres were chosen for the study. An online survey was conducted which resulted in a cross-sectional dataset of 2453 responses. It was analyzed using ordinal logistic regression and histogram-based gradient boosting in a cross-validating manner. Open-field answers were summarized using state-of-the-art deep learning methods and analyzed with inductive content analysis. Additionally, experts of each game were interviewed. The results show that the use and understanding of spatial analysis is largely not game- or genre dependent. Players grow spatial skills along with their skill level and start using more complex spatial analytical methods more frequently as their skill level rises. It is exceedingly rare that expert players do not analyze spatial aspects of their gameplay. -
Esports Yearbook 2017/18
Julia Hiltscher and Tobias M. Scholz eSports Yearbook 2017/18 ESPORTS YEARBOOK Editors: Julia Hiltscher and Tobias M. Scholz Layout: Tobias M. Scholz Cover Photo: Adela Sznajder, ESL Copyright © 2019 by the Authors of the Articles or Pictures. ISBN: to be announced Production and Publishing House: Books on Demand GmbH, Norderstedt. Printed in Germany 2019 www.esportsyearbook.com eSports Yearbook 2017/18 Editors: Julia Hiltscher and Tobias M. Scholz Contributors: Sean Carton, Ruth S. Contreras-Espinosa, Pedro Álvaro Pereira Correia, Joseph Franco, Bruno Duarte Abreu Freitas, Simon Gries, Simone Ho, Matthew Jungsuk Howard, Joost Koot, Samuel Korpimies, Rick M. Menasce, Jana Möglich, René Treur, Geert Verhoeff Content The Road Ahead: 7 Understanding eSports for Planning the Future By Julia Hiltscher and Tobias M. Scholz eSports and the Olympic Movement: 9 A Short Analysis of the IOC Esports Forum By Simon Gries eSports Governance and Its Failures 20 By Joost Koot In Hushed Voices: Censorship and Corporate Power 28 in Professional League of Legends 2010-2017 By Matthew Jungsuk Howard eSports is a Sport, but One-Sided Training 44 Overshadows its Benefits for Body, Mind and Society By Julia Hiltscher The Benefits and Risks of Sponsoring eSports: 49 A Brief Literature Review By Bruno Duarte Abreu Freitas, Ruth S. Contreras-Espinosa and Pedro Álvaro Pereira Correia - 5 - Sponsorships in eSports 58 By Samuel Korpimies Nationalism in a Virtual World: 74 A League of Legends Case Study By Simone Ho Professionalization of eSports Broadcasts 97 The Mediatization of DreamHack Counter-Strike Tournaments By Geert Verhoeff From Zero to Hero, René Treurs eSports Journey. -
Guilty Gear Testament and Dizzy
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