The Development of Competitive Gaming in China
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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. -
CFA EXECUTIVE BOARD MEETING OCTOBER 7/8, 2017 Index To
CFA EXECUTIVE BOARD MEETING OCTOBER 7/8, 2017 Index to Minutes Secretary’s note: This index is provided only as a courtesy to the readers and is not an official part of the CFA minutes. The numbers shown for each item in the index are keyed to similar numbers shown in the body of the minutes. (1) MEETING CALLED TO ORDER. .....................................................................................3 (2) ADDITIONS/CORRECTIONS TO THE MINUTES. ........................................................4 (3) JUDGING PROGRAM. ......................................................................................................9 (4) PROTEST COMMITTEE. ................................................................................................46 (5) GULF SHORE REGION ISSUE. ......................................................................................47 (6) CHINA RELATIONSHIPS. ..............................................................................................48 (7) CHINA CONCERNS. ........................................................................................................49 (8) CENTRAL OFFICE OPERATIONS. ................................................................................50 (9) TREASURER’S REPORT. ...............................................................................................52 (10) PAWS UP. .........................................................................................................................56 (11) APPEAL HEARINGS. ......................................................................................................58 -
The Development and Validation of the Game User Experience Satisfaction Scale (Guess)
THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) A Dissertation by Mikki Hoang Phan Master of Arts, Wichita State University, 2012 Bachelor of Arts, Wichita State University, 2008 Submitted to the Department of Psychology and the faculty of the Graduate School of Wichita State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy May 2015 © Copyright 2015 by Mikki Phan All Rights Reserved THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) The following faculty members have examined the final copy of this dissertation for form and content, and recommend that it be accepted in partial fulfillment of the requirements for the degree of Doctor of Philosophy with a major in Psychology. _____________________________________ Barbara S. Chaparro, Committee Chair _____________________________________ Joseph Keebler, Committee Member _____________________________________ Jibo He, Committee Member _____________________________________ Darwin Dorr, Committee Member _____________________________________ Jodie Hertzog, Committee Member Accepted for the College of Liberal Arts and Sciences _____________________________________ Ronald Matson, Dean Accepted for the Graduate School _____________________________________ Abu S. Masud, Interim Dean iii DEDICATION To my parents for their love and support, and all that they have sacrificed so that my siblings and I can have a better future iv Video games open worlds. — Jon-Paul Dyson v ACKNOWLEDGEMENTS Althea Gibson once said, “No matter what accomplishments you make, somebody helped you.” Thus, completing this long and winding Ph.D. journey would not have been possible without a village of support and help. While words could not adequately sum up how thankful I am, I would like to start off by thanking my dissertation chair and advisor, Dr. -
The Advocate - June 30, 1960 Catholic Church
Seton Hall University eRepository @ Seton Hall The aC tholic Advocate Archives and Special Collections 6-30-1960 The Advocate - June 30, 1960 Catholic Church Follow this and additional works at: https://scholarship.shu.edu/catholic-advocate Part of the Catholic Studies Commons, and the Missions and World Christianity Commons Recommended Citation Catholic Church, "The Advocate - June 30, 1960" (1960). The Catholic Advocate. 142. https://scholarship.shu.edu/catholic-advocate/142 Cuban Exile The Advocate Work Official Publication of the Groups Archdiocese of Newark. N. and J., Diocese of Paterson. N. J. VoL No. 9, 27 THURSDAY, JUNE 1960 30, PRICE: TEN CENTS For Change Charges Catholic Families NCWC News Service Three groups of exiled Cuban leaders have issued Don 't statements accusing the Castro of Act Catholic government setting up a Always communist in Cuba regime and attacking religion. SAN In ANTONIO, Tex. Catholic Miami, a Cuban Christian Democratic families too often development projects. Movement in reflect the behavior standards Exile was of their non-Catholic organized. Earlier in June the an- neigh- HIS STATISTICS movement on bors, rather than reflecting the teachings of the early mar- nounced that it had suspended its Church, were borne in riages out a survey activities in Cuba because Economic Msgr. Irving A. Deßlanc charged here. taken St. “only improvement was by Mary’s University the Communist here Party may carry promised, “but the government Msgr. Deßlanc, director of the NCWC among 14,552 Catholic teen- Family Life out fully and its unimpeded prop- with arbitrary enforcements and made the accusation in agers. of the ex- Bureau, Two-thirds boys aganda and The state- activity.” violence ruined the an article for the Na- pected to be engaged demagogical prepared indicates that are by age 20 or ment said the will we losing 40% group work bases of tional Catholic 21, while the production, causing a fi- Life Con- of the children dominant for for Family from a mixed age a free, democratic and Chris- nancial vention here. -
Ublic Is Invited O Talk Tomorrow Hi Refinery Plaints
• voi, LIII-NO. 3 thed W«ck On thntadatad ; WOODBRTDGE, N. J| THURSDAY, FEBRUARY 16, 1961 «»<*"« « Jn« ciu, nun ' At l>. O WoadbrMfii, H. J. PRICE TEN CENTS ublic is Invited o Talk Tomorrow Wukovets Due hi Refinery Plaints To Retain Post 7. The Hess Invitation: )c$$ion Set Refinery President in Promine to Reply Zirpolo y^ 1/ School To All Queries at Meeting Tomorrow at 8 Seen PT. READING •- Herewith is the full text, of the Adams Opponent •T. READING — A full statement Issued late yesterday, inviting inquiries at ,,,rninity for residents WOQDBRLDGE -- Although there has beon no official a public meeting concerning the refinery of the Hess iiiiiii)iini'.cmcnt. Walter Zirpolo. Column, is m the lead to \K i',, it Reading specif teal- Trading and Transport, Inc., in Port Reading School ilu Democratic <:andidatc for mayor. Fading ,,nd the entire com tomorrow night at eight: If chosen by Democratic lenders in meetings this weekend,' WOODBRIDGE — An inter- Mr Zirpolo will undoubtedly run against a Colonia neighbor, ton HM«, praldent of Hew Trading and Transport, CONGRATULATIONS AND F.OTS <U I.VCK: Two nciv members of the Board of f'.du- .rstlng session will undoubtedly inly generally, to ob» ration arc shakinc lumds »s .lohn Feb., left. «h» «us reelcetrd. looks nn. In the center Mayor FredericFdikk M. AAdamsd . Ine. today Invited resident* of Port Reading to attend »n take place Monday night wHBti answers to questions open mtetlni In Port fending School at eifht tomorrow is Roy M. Mundv mid at rii>iit is Harold Mvillin. Jr. -
João Pedro Brito Cício De Carvalho
Universidade do Minho Escola de Economia e Gestão João Pedro Brito Cício de Carvalho eams Business Models in Professional Electronic ts T Sports Teams Business Models in Professional Electronic Spor tins Coelho abio José Mar F 5 1 UMinho|20 April, 2015 Universidade do Minho Escola de Economia e Gestão João Pedro Brito Cício de Carvalho Business Models in Professional Electronic Sports Teams Dissertation in Marketing and Strategy Supervisor: Professor Doutor Vasco Eiriz April, 2015 DECLARATION Name: João Pedro Brito Cício de Carvalho Electronic mail: [email protected] Identity Card Number: 13011205 Dissertation Title: Business Models in Professional Electronic Sports Teams Supervisor: Professor Doutor Vasco Eiriz Year of completion: 2015 Title of Master Degree: Marketing and Strategy IT IS AUTHORIZED THE FULL REPRODUCTION OF THIS THESIS/WORK FOR RESEARCH PURPOSES ONLY BY WRITTEN DECLARATION OF THE INTERESTED, WHO COMMITS TO SUCH; University of Minho, ___/___/______ Signature: ________________________________________________ Thank You Notes First of all, I’d like to thank my family and my friends for their support through this endeavor. Secondly, a big thank you to my co-workers and collaborators at Inygon and all its partners, for giving in the extra help while I was busy doing this research. Thirdly, my deepest appreciation towards my interviewees, who were extremely kind, helpful and patient. Fourthly, a special thank you to the people at Red Bull and Zowie Gear, who opened up their networking for my research. And finally, my complete gratitude to my research supervisor, Professor Dr. Vasco Eiriz, for his guidance, patience and faith in this research, all the way from the theme proposed to all difficulties encountered and surpassed. -
Taking College Esports Seriously Nyle Sky Kauweloa and Jenifer Sunrise Winter
Document generated on 09/30/2021 4:30 a.m. Loading The Journal of the Canadian Game Studies Association Taking College Esports Seriously Nyle Sky Kauweloa and Jenifer Sunrise Winter Volume 12, Number 20, Fall 2019 Article abstract This study examined how collegiate esports players conceptualized their own URI: https://id.erudit.org/iderudit/1065896ar competitive gameplay as situated between work and play. Using interviews DOI: https://doi.org/10.7202/1065896ar guided by Stebbins’ (2007) serious leisure perspective, 16 collegiate esports players described how belonging to a collegiate esports team has shaped their See table of contents identity, and how they experienced gaming within the structured environment of a collegiate esports team and club. Stebbins’ description of skill and knowledge development was supported, and the findings are in accord with Publisher(s) Stebbins’ conceptualization of “personal rewards,” such as self-expression, self-image, and self-actualization. Canadian Game Studies Association ISSN 1923-2691 (digital) Explore this journal Cite this article Kauweloa, N. & Winter, J. (2019). Taking College Esports Seriously. Loading, 12(20), 35–50. https://doi.org/10.7202/1065896ar Copyright, 2019 Nyle Sky Kauweloa, Jenifer Sunrise Winter This document is protected by copyright law. Use of the services of Érudit (including reproduction) is subject to its terms and conditions, which can be viewed online. https://apropos.erudit.org/en/users/policy-on-use/ This article is disseminated and preserved by Érudit. Érudit is a non-profit inter-university consortium of the Université de Montréal, Université Laval, and the Université du Québec à Montréal. Its mission is to promote and disseminate research. -
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. -
Joint Announcement Proposed Withdrawal of Listing of the H Shares of Dalian Wanda Commercial Properties Co., Ltd. Voluntary Cond
Hong Kong Exchanges and Clearing Limited and The Stock Exchange of Hong Kong Limited take no responsibility for the contents of this announcement, make no representation as to its accuracy or completeness and expressly disclaim any liability whatsoever for any loss howsoever arising from or in reliance upon the whole or any part of the contents of this announcement. This joint announcement is for information purposes only and does not constitute an invitation or offer to acquire, purchase or subscribe for securities of the Company nor shall there be any sale, purchase or subscription for securities of the Company in any jurisdiction in which such offer, solicitation or sale would be unlawful absent the filing of a registration statement or the availability of an applicable exemption from registration or other waiver. This joint announcement is not for release, publication or distribution in or into any jurisdiction where to do so would constitute a violation of the relevant laws of such jurisdiction. WD Knight I, WD Knight II, 大連萬達商業地產股份有限公司 WD Knight III, WD Knight IV, Dalian Wanda Commercial Properties Co., Ltd. WD Knight V, WD Knight VIII, (A joint stock limited liability company incorporated WD Knight IX, WD Knight X and in the People’s Republic of China) Red Fortune Global Limited (Stock code: 3699) JOINT ANNOUNCEMENT PROPOSED WITHDRAWAL OF LISTING OF THE H SHARES OF DALIAN WANDA COMMERCIAL PROPERTIES CO., LTD. VOLUNTARY CONDITIONAL GENERAL OFFER BY CHINA INTERNATIONAL CAPITAL CORPORATION HONG KONG SECURITIES LIMITED ON BEHALF OF THE JOINT OFFERORS TO ACQUIRE ALL OF THE ISSUED H SHARES IN DALIAN WANDA COMMERCIAL PROPERTIES CO., LTD. -
~Sanders a L..Ockheed Ccmpany
~Sanders A l..ockheed Ccmpany Sano,,r~ Ass oc,a;es Inc OaP,el Webster Hr9hway Soutt> cs Q8b8 Nashua NH ['3061 0868 December 28, 1987 Algy Tamoshunas, Esq. North American Philips 580 White Plains Road Tarrytown. NY 10591 Dear Al: Enclosed are pages 58, 146, 164-166, 168, 169-172, 174- 176, 178, 180, 182 and 184 from the December 1987 issue of ~ian Sources Electronics. In the event that you have not seen these before, they should be of interest. Best wishes for the New Year! Very truly yours, SANDERS ASSOCIATES, INC. I. Seligman Director Patents & Licensing RIS:nd Enclosures TelephOne (603) 885- Telex 094 -3430 TWX 710 228-1894 SA 1)')-3' 12 86) droppt>d contmuously over thts period. Peter Lam Curporatton is a trading company :\lanufacturer:. are not keen to launch new models, handling mtlTopht•ne:- . '' al kie-talkies, telephones, and productton resources are geared toward 1tems portable cassette recorder:-., CB radios. remote v."lth htgher pnces, and volume orders. One maker control toys, equahzers, ampltfiers and hi-fi plans to develop a high-end microphone but has not accessories. dectded on a completton date because the project is Products are imported from Japan and Taiwan, low pnority. and sales split evenly between Macau, from where This passive attitude is due primarily to keen goods are mostly shipped to China. and Hong Kong. competition from Taiwan and Japan, both well About 1,500 microphones a re sold each month, established microphone producers. Only low-end Taiwanese models being more popular. umts. which are less subject to competition from ~Japanese microphones used to be widely preferred regional nvals, are available locally. -
Esports U Brojkama Globalni Fenomen U Velikoj Ekspanziji Video Igrice Treća Su Po Veličini Zabavna Industrija Po Zaradi (108,9 Milijardi Dolara U 2017
esports u brojkama Globalni fenomen u velikoj ekspanziji Video igrice treća su po veličini zabavna industrija po zaradi (108,9 milijardi dolara u 2017. godini, što je porast od 7,8% u odnosu na godinu ranije ), nakon televizije i izdavaštva (knjiga). Svjetska industrija video igara po vrijednosti premašuje filmsku industriju! Prodaja medijskih prava u gaming industriji u 2018. godini iznosi 160,7 milijuna dolara što je povećanje u odnosu na prošlu godinu od čak 72,1%. Porast mobilne gaming industrije - gaming industrija uprihodila je više od 50 milijardi dolara 2017. godine. Više od tri četvrtine tog iznosa proizlazi iz smartphone gaming industrije, dok preostali iznos otpada na tablet. Ukupni prihodi globalne gaming industrije u 2018. godini dosegnut će 906 milijuna dolara, s porastom od 38,2% u odnosu na godinu ranije, pri čemu su sredstva podijeljena na: • Sponzorstva — 359,4 milijuna dolara (+53,2%) • Oglašavanje — 173,8 milijuna dolara (+23,8%) • Izdavačke naknade — 116,3 milijuna dolara (+11%) • Medijska prava — 160,7 milijuna dolara (+72,1%) • Prodaja ulaznica — 95,5 milijuna dolara (+16,2%) Projekcija prihoda na globalnoj razini (ukupni prihodi): prihodi će u projiciranom petogodišnjem razdoblju porasti s trenutnih 901 milijuna dolara (2018.) na gotovo 1,67 milijardi dolara 2021. godine. Prihodi od sponzorstva dosegnut će 694 milijuna dolara, što čini čak 77% svih prihoda. Očekuje se povećanje do 1.4 milijarde dolara do 2021. godine, odnosno 84% svih prihoda. Drugi najveći izvor prihoda, nakon sponzorstava, je oglašavanje koje će dostići iznos od 173,8 milijuna dolara u 2018. godini Najbrži rast u prihodima bilježe medijska prava te se očekuje kako će do dosegnuti 340 milijuna dolara 2020. -
Openbsd Gaming Resource
OPENBSD GAMING RESOURCE A continually updated resource for playing video games on OpenBSD. Mr. Satterly Updated August 7, 2021 P11U17A3B8 III Title: OpenBSD Gaming Resource Author: Mr. Satterly Publisher: Mr. Satterly Date: Updated August 7, 2021 Copyright: Creative Commons Zero 1.0 Universal Email: [email protected] Website: https://MrSatterly.com/ Contents 1 Introduction1 2 Ways to play the games2 2.1 Base system........................ 2 2.2 Ports/Editors........................ 3 2.3 Ports/Emulators...................... 3 Arcade emulation..................... 4 Computer emulation................... 4 Game console emulation................. 4 Operating system emulation .............. 7 2.4 Ports/Games........................ 8 Game engines....................... 8 Interactive fiction..................... 9 2.5 Ports/Math......................... 10 2.6 Ports/Net.......................... 10 2.7 Ports/Shells ........................ 12 2.8 Ports/WWW ........................ 12 3 Notable games 14 3.1 Free games ........................ 14 A-I.............................. 14 J-R.............................. 22 S-Z.............................. 26 3.2 Non-free games...................... 31 4 Getting the games 33 4.1 Games............................ 33 5 Former ways to play games 37 6 What next? 38 Appendices 39 A Clones, models, and variants 39 Index 51 IV 1 Introduction I use this document to help organize my thoughts, files, and links on how to play games on OpenBSD. It helps me to remember what I have gone through while finding new games. The biggest reason to read or at least skim this document is because how can you search for something you do not know exists? I will show you ways to play games, what free and non-free games are available, and give links to help you get started on downloading them.