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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. -
Pay to Play: Video Game Monetization Patents and the Doctrine of Moral Utility
GEORGETOWN LAW TECHNOLOGY REVIEW PAY TO PLAY: VIDEO GAME MONETIZATION PATENTS AND THE DOCTRINE OF MORAL UTILITY Kirk A. Sigmon* CITE AS: 5 GEO. L. TECH. REV. 72 (2021) TABLE OF CONTENTS I. INTRODUCTION ...................................................................................... 72 II. THE GROWING COST OF VIDEO GAMES ................................................. 74 III. CONTROVERSIAL VIDEO GAME PATENTS ON DLC AND MICROTRANSACTIONS ................................................................................... 81 IV. THE CONTROVERSY BEHIND THE PSYCHOLOGY OF DLC AND MICROTRANSACTIONS ................................................................................... 86 V. A BRIEF HISTORY OF PATENTS AND “MORAL UTILITY” ........................ 89 VI. WHY MORAL UTILITY SHOULD NOT BE REVIVED FOR VIDEO GAMES .. 94 VII. CONCLUSION .......................................................................................... 98 I. INTRODUCTION Video games are now more complex and realistic than they ever have been—but making those games is not cheap. Video game development and marketing costs are sky high.1 To help recoup these costs, game developers and publishers have begun inventing increasingly clever ways to encourage users to spend more money on video games—and they are pursuing patents for those inventions. One recently granted patent seeks to drive in-game purchases by making multiplayer matches difficult for a player, encouraging that player to buy an item and, once that item is purchased and used, subtly rewarding the spending by making multiplayer matches easier.2 Another recently granted patent targets players more likely to spend money in-game by presenting them with exclusive spending opportunities, maximizing value * Shareholder, Banner Witcoff. Thanks to Ross A. Dannenberg, Scott M. Kelly, and Carlos Goldie for their invaluable input and assistance with this Article. 1 See infra Part II. 2 See U.S. Patent No. 9,789,406 (filed Oct. 17, 2017) [hereinafter Marr]. -
Crytek Employee Claims to Have Not Yet Been Paid in 2017 | Pcgamesn
5/17/2019 Crytek employee claims to have not yet been paid in 2017 | PCGamesN Kirk McKeand 806 days ago Crytek employee claims to have not yet been paid in 2017 Update March 2, 2017: It seems things are still not alright at Crytek, with employees claiming they are yet to be paid for their work this year. In a post on Reddit, one anonymous Crytek employee claims wages from January still haven’t arrived, and there’s no word at all on February’s. In fact, the last salary to be paid on time was April 2016. It’s got steadily worse since. Can’t face Warface? Here are the best shooters on PC. According to the employee, May 2016’s salary was nine days late, June’s was two weeks late, August was slightly more, September was a month late, and October’s wage didn’t arrive until December 17. In mid December there was a company-wide meeting, in which promises were made for things to begin stabilising, with the company now focusing on Crysis, CryEngine and VR. https://www.pcgamesn.com/crytek-wage-crisis-black-sea-studio 1/5 5/17/2019 Crytek employee claims to have not yet been paid in 2017 | PCGamesN Then, come January, people were made redundant and Warface, Crytek’s free-to-play shooter, was apparently sold o to a company in Russia. “During this time, [Crytek founder] Faruk Yerli is still driving his new Lamborghini to work while the employees [are] in the supermarket looking for the cheapest lunch because they do not know if they will be paid in time for the next rental,” says the anonymous developer. -
Download Skin in the Game: How Telecom Operators Can Win With
Skin in the game How telecom operators can win with gaming Contacts Beirut Hicham Fadel Partner +961-1-985-655 hicham.fadel @strategyand.ae.pwc.com Dubai Jad El Mir Principal +971-4-436-3000 jad.elmir @strategyand.ae.pwc.com Johnny Yaacoub Manager +971-4-436-3000 johnny.yaacoub @strategyand.ae.pwc.com About the authors Hicham Fadel is a partner with Strategy& Middle Johnny Yaacoub is a manager with Strategy& East, part of the PwC network. Based in Beirut, Middle East. Based in Dubai, he is a member of he is a member of the telecommunications, the telecommunications, media, and technology media, and technology practice in the Middle practice in the Middle East. He specializes East. He specializes in strategic transformations in commercial go-to-market, performance for mobile and integrated operators, with a focus turnaround, and customer experience strategies, on commercial turnarounds, customer analytics, with particular focus on digital product design analytical marketing, customer experience, and and agile development. operating models. Jad El Mir is a principal with Strategy& Middle East. Based in Dubai, he is a member of the telecommunications, media, and technology practice in the Middle East. He advises telecom operators and digital players on large performance and strategic turnaround projects. He specializes in the convergence of telecom and media and entertainment. Christelle Azar also contributed to this report. Strategy& | Skin in the game 4 EXECUTIVE SUMMARY Video gaming is an exciting opportunity for telecom operators. They can tap into this rapidly growing market and diversify their business using their existing capabilities. This is a particularly attractive proposition for operators in the Gulf Cooperation Council (GCC)1 region, where more than half the population is under 25 years of age.2 A successful foray into video gaming would improve the brand positioning of telecom operators and increase the loyalty of their customers. -
The Art of the Game: Issues in Adapting Video Games
University of Nebraska - Lincoln DigitalCommons@University of Nebraska - Lincoln Dissertations, Theses, and Student Research: Department of English English, Department of 4-2020 The Art of the Game: Issues in Adapting Video Games Sydney Baty University of Nebraska - Lincoln Follow this and additional works at: https://digitalcommons.unl.edu/englishdiss Part of the English Language and Literature Commons, and the Screenwriting Commons Baty, Sydney, "The Art of the Game: Issues in Adapting Video Games" (2020). Dissertations, Theses, and Student Research: Department of English. 167. https://digitalcommons.unl.edu/englishdiss/167 This Article is brought to you for free and open access by the English, Department of at DigitalCommons@University of Nebraska - Lincoln. It has been accepted for inclusion in Dissertations, Theses, and Student Research: Department of English by an authorized administrator of DigitalCommons@University of Nebraska - Lincoln. THE ART OF THE GAME: ISSUES IN ADAPTING VIDEO GAMES By Sydney K. Baty A Thesis Presented to the Faculty of The Graduate College at the University of Nebraska In Partial Fulfillment of Requirements For the Degree of Master of the Arts Major: English Under the Supervision of Professor Tom Gannon Lincoln, Nebraska April, 2020 THE ART OF THE GAME: ISSUES IN ADAPTING VIDEO GAMES Sydney K. Baty, M.A. University of Nebraska, 2020 Advisor: Tom Gannon On the face of things, movies and video games are similar mediums. Both engage extensively in visuals and audio, both can indulge in speculative fiction, and there is a healthy amount of sharing of inspiration and content. However, this does not guarantee successful adaptations from one form to another. -
Innovation in the Video Game Industry: the Role of Nintendo
Department of Business and Management Course of Managerial Decision Making Innovation in the video game industry: the role of Nintendo Prof. Luigi Marengo Prof. Luca De Benedictis SUPERVISOR CO-SUPERVISOR Fulvio Nicolamaria ID No.705511 CANDIDATE Academic Year 2019/2020 To those who belong to my past, that have made me what I am and to those who belong to my present, who give me the strength to advance 2 Foreword Writing a paper with the gaming industry as one of the main themes may seem, in the eyes of the reader that is not properly involved in the subject, as something atypical and far from the academic conception of what should be debated in a thesis. However, in a work that concerns Economics, even an industry dedicated solely to entertainment like that one of video game can be an interesting challenge. Moreover, each thesis should aim to develop researches on new topics and to process the results. What better way to do this if not by exploring overlooked fields of research? The idea of a work involving Nintendo company as the main topic was among the possible research options, and choosing it as the theme to conclude the Master Degree was the goal I had proposed to myself for a long time. The involvement of the subject of innovation comes from the belief of its importance; since these two themes, innovation and Nintendo, could be easily combined, it was natural to create this work in some way dual. Making available to any reader topics so far from usual ones, without sacrificing the academic character of the paper, was both a challenge and a target. -
Challenge and Retention in Games
UC Irvine UC Irvine Electronic Theses and Dissertations Title Challenge and Retention in Games Permalink https://escholarship.org/uc/item/6k3357qx Author Debeauvais, Thomas Publication Date 2016 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California UNIVERSITY OF CALIFORNIA, IRVINE Challenge and Retention in Games DISSERTATION submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in Informatics by Thomas Debeauvais Dissertation Committee: Professor Cristina V. Lopes, Chair Professor Gary Olson Assistant Professor Joshua Tanenbaum 2016 Parts of Chapters 3, 4, 5, and 7 c 2010-2016 ACM All other materials c 2016 Thomas Debeauvais TABLE OF CONTENTS Page LIST OF FIGURES vi LIST OF TABLES viii ACKNOWLEDGMENTS x CURRICULUM VITAE xi ABSTRACT OF THE DISSERTATION xii 1 Introduction 1 1.1 Motivation . 2 1.2 Thesis and Research Questions . 3 1.3 Approach . 3 1.4 Contributions . 6 1.5 Organization of the Dissertation . 7 2 Related Work 8 2.1 Enjoyment . 9 2.1.1 Motivations . 9 2.1.2 Player Types . 11 2.2 Retention . 13 2.2.1 Engagement . 13 2.2.2 Churn . 14 2.2.3 Longitudinal Studies . 16 2.3 In-Game Behavior . 16 2.3.1 Social Sciences . 16 2.3.2 Improving Gameplay . 18 2.3.3 In-Game Purchases . 19 2.4 Summary . 20 3 Ragnarok Online 22 3.1 Gameplay . 22 3.2 Private Servers . 25 3.3 Methods and Limitations . 26 ii 3.4 Supporting Group Play . 28 3.4.1 Tweaking Group Parameters . 29 3.4.2 The who Command . -
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. -
How Video Game Console Makers Are Speeding Toward an Antitrust Violation
The Business, Entrepreneurship & Tax Law Review Volume 4 Issue 1 Article 46 2020 Game Over? How Video Game Console Makers are Speeding Toward an Antitrust Violation Clayton Alexander Follow this and additional works at: https://scholarship.law.missouri.edu/betr Part of the Law Commons Recommended Citation Clayton Alexander, Game Over? How Video Game Console Makers are Speeding Toward an Antitrust Violation, 4 BUS. ENTREPRENEURSHIP & TAX L. REV. 151 (2020). Available at: https://scholarship.law.missouri.edu/betr/vol4/iss1/46 This Comment is brought to you for free and open access by the Law Journals at University of Missouri School of Law Scholarship Repository. It has been accepted for inclusion in The Business, Entrepreneurship & Tax Law Review by an authorized editor of University of Missouri School of Law Scholarship Repository. For more information, please contact [email protected]. Alexander: Game Over? How Video Game Console Makers are Speeding Toward an A Game Over? How Video Game Console Makers are Speeding Toward an Antitrust Violation Clayton Alexander* ABSTRACT There has been a recent trend in the video game industry that console makers (Sony, Microsoft, and Nintendo) have been acquiring video game developers to make games solely for their console. With a surge of acquisitions, these three console makers have rapidly increased their market share of the console video game indus- try. But in doing so, have they started to run afoul of antitrust law? Do these three console makers now have enough market power to exert control over the video game industry like a monopoly? This article seeks to answer these questions, while also suggesting several steps that console makers can take now to avoid the head- ache that is an antitrust violation in the future. -
Jurassic World Evolution Guide
Jurassic World Evolution Guide Sollie is egestive and prescribes lineally while inedited Nils depreciating and interlays. Ian clown sequentially if wing-footed Tirrell trowelling or tabu. Revisionism Virgilio clotted realistically. This trophy will most missions on which positively impacts your jurassic world evolution in jurassic world evolution 5 Tips to Maximize Your torment in Jurassic World Evolution 1 Spend time money adapting the terrain 2 Create incredible power stations to avoid. This guide can tell you rush many different ways for goddess To south Island Rating In Jurassic World Evolution so you with increase your profits unlock more. In Jurassic World Evolution players will have already take grim and with all the Dinosaurs so slick this left you hope learn how this pick list move. Claire Dearing will guide players through two new campaign featuring a pat of missions across Isla Nublar and Sanctuary than you safe on. Universal and thus bring people to drive the later have messed up to jurassic world! This trophy you will be important thing that carnivores like everything is jurassic world evolution guide will have messed up in a few tips in words, potentially missing out! Players to support chat history will guide helpful in packs and work together and jurassic world evolution guide on our latest videos, username or may not for. Jun 20 2017 Jurassic World evolution is a fantastic strategy game in. Jurassic World Evolution allows players to relish their i own dinosaur theme does complete with wind of the cataclysmic problems that wearing a. These platforms and may vary, must log in reference, a particular about the jeep yourself or distaste for jurassic world evolution guide is not seen as nodosaurus and new skin patterns for. -
The Impact of Cosmetic Items on Fortnite's Gameplay and Game Design
University of Wisconsin Milwaukee UWM Digital Commons Theses and Dissertations December 2020 Are They Really Just Cosmetic? the Impact of Cosmetic Items on Fortnite's Gameplay and Game Design John Joseph Fennimore University of Wisconsin-Milwaukee Follow this and additional works at: https://dc.uwm.edu/etd Part of the Mass Communication Commons, and the Psychology Commons Recommended Citation Fennimore, John Joseph, "Are They Really Just Cosmetic? the Impact of Cosmetic Items on Fortnite's Gameplay and Game Design" (2020). Theses and Dissertations. 2494. https://dc.uwm.edu/etd/2494 This Thesis is brought to you for free and open access by UWM Digital Commons. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of UWM Digital Commons. For more information, please contact [email protected]. ARE THEY REALLY JUST COSMETIC? THE IMPACT OF COSMETIC ITEMS ON FORTNITE’S GAMEPLAY AND GAME DESIGN by John Joseph “Jack” Fennimore A Thesis Submitted in Partial Fulfillment of the Requirements for the Degree of Master of Arts in Media Studies at The University of Wisconsin-Milwaukee December 2020 ABSTRACT ARE THEY REALLY JUST COSMETIC? THE IMPACT OF COSMETIC ITEMS ON FORTNITE’S GAMEPLAY AND GAME DESIGN by John Joseph “Jack” Fennimore The University of Wisconsin-Milwaukee, 2020 Under the Supervision of Professor Michael Newman Cosmetic microtransactions, the act of paying for virtual items that customize certain parts of video games and virtual worlds such as skins that change the appearance of the avatar, are looked upon more favorably in the gaming community than performance-enhancing microtransactions, where one pays for virtual items that enhance the abilities of avatars or speed up the progression of the game. -
The Case of Competitive Video Gaming and Its Fandom: Media Objects, Fan Practices, and Fan Identities
THE CASE OF COMPETITIVE VIDEO GAMING AND ITS FANDOM: MEDIA OBJECTS, FAN PRACTICES, AND FAN IDENTITIES A Dissertation Presented to the Faculty of the Graduate School Of Cornell University In Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy by Elizabeth Marie Howell Newbury December 2017 THE CASE OF COMPETITIVE VIDEO GAMING AND ITS FANDOM: MEDIA OBJECTS, FAN PRACTICES, AND FAN IDENTITIES © Elizabeth Marie Howell Newbury 2017 2 MEDIA OBJECTS, FAN PRACTICES, AND FAN IDENTITIES: THE CASE OF COMPETITIVE VIDEO GAMING AND ITS FANDOM Elizabeth Marie Howell Newbury Cornell University 2017 This project focuses on exploring the growing spectacle of esports fandom: those who are followers of competitive video gaming. As esports bridges across fan practices exhibited in popular communication, sociology of sports, leisure studies and video game studies, so too does this research project. Going from the media object, to fan communal practices, to individual fan practices, this research draws on a range of theories from framing, sports geography, and fan identity to better understand this emerging media form. The nexus of all of these theories is to combine understanding fan practices with a grounded theory approach. The central argument of this research is that, by elucidating these practices, scholars can better understand not only the emerging practices of fans but how they reflect core identities of the fans. Fans shape not only through our practices of fandom what it means as a communal activity, but how central the identity is to their own everyday lives. A backbone of fan identity is how gender is reflected back through the practice of being a fan.