Bartz Liberation War"

Total Page:16

File Type:pdf, Size:1020Kb

Bartz Liberation War Georgia State University ScholarWorks @ Georgia State University Communication Theses Department of Communication 8-7-2012 Playing for Resistance in MMORPG: Oppositional Reading, Emergence, and Hegemony in the Lineage II "Bartz Liberation War" Yoon Sang Cho Georgia State University Follow this and additional works at: https://scholarworks.gsu.edu/communication_theses Recommended Citation Cho, Yoon Sang, "Playing for Resistance in MMORPG: Oppositional Reading, Emergence, and Hegemony in the Lineage II "Bartz Liberation War"." Thesis, Georgia State University, 2012. https://scholarworks.gsu.edu/communication_theses/89 This Thesis is brought to you for free and open access by the Department of Communication at ScholarWorks @ Georgia State University. It has been accepted for inclusion in Communication Theses by an authorized administrator of ScholarWorks @ Georgia State University. For more information, please contact [email protected]. PLAYING FOR RESISTANCE IN MMORPG: OPPOSITIONAL READING, EMERGENCE, AND HEGEMONY IN THE LINEAGE II ―BARTZ LIBERATION WAR‖ by YOON SANG CHO Under the Direction of Ted Friedman ABSTRACT Massively multiplayer online role playing games (MMORPG) open new worlds and new societies in the virtual space. Those worlds and societies rapidly expand and become important to the real world. Therefore, to understand them, this thesis examines the meanings and impacts of resistance in the MMORPG worlds and gaming culture from the case of an unprecedented grassroots revolution in Lineage II, which is called the ―Bartz Liberation War.‖ By using the concepts of ―oppositional reading,‖ ―emergence,‖ and ―hegemony,‖ this thesis examines how playing for resistance emerges and becomes dominant and explores the impact of resistance in both the gaming and real worlds. Also, this thesis shows the cultural struggle for hegemony in the game world and gaming culture as well as in the real world culture and politics. INDEX WORDS: Massively multiplayer online role playing game, MMORPG, Lineage II, Bartz Liberation War, Long-Underwear Corps, Stuart Hall, Oppositional reading, Emergence, Hegemony, Playing for resistance PLAYING FOR RESISTANCE IN MMORPG: OPPOSITIONAL READING, EMERGENCE, AND HEGEMONY IN THE LINEAGE II ―BARTZ LIBERATION WAR‖ by YOON SANG CHO A Thesis Submitted in Partial Fulfillment of the Requirements for the Degree of Master of Arts in the College of Arts and Sciences Georgia State University 2012 Copyright by Yoon Sang Cho 2012 PLAYING FOR RESISTANCE IN MMORPG: OPPOSITIONAL READING, EMERGENCE, AND HEGEMONY IN THE LINEAGE II ―BARTZ LIBERATION WAR‖ by YOON SANG CHO Committee Chair: Ted Friedman Committee: Greg Smith Sharon Shahaf Electronic Version Approved: Office of Graduate Studies College of Arts and Sciences Georgia State University August 2012 iv ACKNOWLEDGEMENTS This thesis has been written during the most difficult time in my life and, without the great help of many people, I could never have completed it. Therefore, I wish to express my sincere gratitude to them. First of all, I would like to thank Dr. Ted Friedman, the chair of my committee. Taking his class, ―Media Cultural Studies,‖ marked a turning point in my studies in America. Subsequently, I was able to study Cultural Studies and Computer Game Studies under his guidance, and completed this thesis with his enthusiastic support and encouragement. I will always admire his way of scholarship. Also, I would like to thank my committee members, Dr. Greg Smith and Dr. Sharon Shahaf. I got a great deal of the inspirations for this thesis from their classes and guidance, and I remain in great admiration of the depth of their insights. Further, I wish to thank the Korean graduate students of GSU and my old friends. When I was in trouble, they provided me with indispensable help. In particular, I would like to thank Hongjun Ha. Also, I thank my firm friends, Seungbaek and Jonghoon. Special thanks are likewise due to my guild members in Uncharted Waters Online, in particular Holiday and Hightide. They always show the model of playing for resistance in massively multiplayer online role-playing games (MMORPGs). Also, I must thank the Long- Underwear Corps players in Lineage II. Finally, I would like to thank my parents for their infinite love and support. Also, I am grateful to my sisters. Without my family‘s support, I would have never been able to remain steadfast until now. v TABLE OF CONTENTS ACKNOWLEDGEMENTS ........................................................................................................... iv LIST OF FIGURES ...................................................................................................................... vii 1 INTRODUCTION ................................................................................................................... 1 1.1 Overview ...................................................................................................................... 1 1.2 The Bartz Liberation War and the Long-Underwear Corps ......................................... 2 1.3 Research Questions ...................................................................................................... 9 1.4 Literature Review ....................................................................................................... 10 1.5 Research Method ........................................................................................................ 23 1.6 Chapter Outline .......................................................................................................... 25 2 SOUTH KOREAN ONLINE GAMING CULTURE AND LINEAGE II ............................. 30 2.1 Development of South Korean Online Game and Culture ......................................... 30 2.2 The Rise of Korean MMORPGs ................................................................................ 35 2.3 Lineage II and Dominant Gaming Culture ................................................................. 40 3 OPPOSITIONAL READING OF GAME AND PLAYING FOR RESISTANCE IN MMORPGS ................................................................................................................ 51 3.1 Dominant and Negotiated Reading of Game: DK dictatorship.................................. 51 3.2 Oppositional Reading: Resistance to the Dominant Order ........................................ 61 3.3 Oppositional Reading and Playing for Resistance: Emergence of the Long-Underwear Corps.......................................................... 69 vi 4 HEGEMONY: RESISTANCE FROM THE BARTZ TO THE REAL WORLD ................. 84 4.1 Expansion of Resistance from Bartz to the Online Game Culture ............................. 84 4.2 Playing for Resistance beyond the Game World ....................................................... 91 5 CONCLUSION ...................................................................................................................... 98 6 REFERENCES .................................................................................................................... 100 7 APPENDICES ..................................................................................................................... 111 7.1 Appendix A .............................................................................................................. 111 7.2 Appendix B .............................................................................................................. 115 7.3 Appendix C .............................................................................................................. 116 vii LIST OF FIGURES Figure 1 The Long-Underwear Corps ........................................................................................... 4 Figure 2 The Long-Underwear Corps‘ en-masse attack ............................................................. 71 Figure 3 The Long-Underwear Corps‘ human barricade ............................................................ 72 Figure 4 "Join the Long-Underwear Corps" ............................................................................... 79 Figure 5 NC Soft‘s promotional poster about the Bartz Liberation War .................................... 90 Figure 6 Lineage II‘s map ......................................................................................................... 111 Figure 7 Character Creation ...................................................................................................... 112 Figure 8 Game Interface ........................................................................................................... 113 Figure 9 Castle Siege ................................................................................................................ 114 Figure 10 Fan cartoon about Dragon Knights clan ................................................................... 115 Figure 11 Fan cartoon about the Bartz Liberation War and the Long-Underwear Corps ........ 116 1 1. INTRODUCTION 1.1 Overview In the digital era, online games are opening up new worlds, providing the opportunity to move beyond interaction between computers and players and into interactions involving other players in a virtual world. The popular genre of massively multiplayer online role playing games (MMORPGs) particularly shows how new worlds and societies can be constructed by players. In these games, players create avatars that operate on their behalf in a virtual world. They can explore, hunt monsters, complete quests, and improve their ability levels. Cooperation and conflict between
Recommended publications
  • Acquisition of Innova Q4 Investor Presentation – February 2021 Eg7 in Short
    ACQUISITION OF INNOVA Q4 INVESTOR PRESENTATION – FEBRUARY 2021 EG7 IN SHORT 2,061 EG7 is a unique eco-system within the video games industry consisting of: SEKm REVENUE 1. An IP-portfolio consisting of world-class brands with both own IP’s such as P R O F O R M A 2 0 2 0 Everquest, PlanetSide, H1Z1 and My Singing Monsters, as well as licensed IP’s such as Lord of the Rings, DC Universe, Dungeons and Dragons and MechWarrior. o This Games-as-a-Service (“GaaS”) portfolio accounts for the majority of the revenues and profits with predictable monthly revenues. 2. Petrol, the number one gaming marketing agency. o That is why Activision, Embracer, Ubisoft among other repeat clients use 652 Petrol. SEKm ADJ. EBITDA 3. Sold Out, our publisher that has never had an unprofitable release. P R O F O R M A o That is why Frontier, Team17 and Rebellion among other repeat clients use 2 0 2 0 Sold Out. FY2020 PRO FORMA FINANCIALS (SEKm) CURRENT EG7 GROUP INNOVA TOTAL NEW GROUP 32% Revenue 1,721 340 2,061 ADJ. EBITDA MARGIN Adjusted EBITDA 512 140 652 Adjusted EBITDA margin 30% 41% 32% Number of employees 635 200 835 Net cash position 568 30 598 835 EMPLOYEES Total number of outstanding shares (million) 77 +10 87 EG7 PLATFORM VALUE CHAIN – WE CONTROL THE VALUE CHAIN DEVELOPING MARKETING PUBLISHING DISTRIBUTING WE TAKE THE COMPANIES WE ACQUIRE TO A NEW LEVEL PORTFOLIO OF WORLD-CLASS IP RELEASED 1999 RELEASED 2012 RELEASED 2015 RELEASED 2012 5 RELEASED 2007 RELEASED 2011 RELEASED 2006 RELEASED 2013 SELECTION OF GAME PIPELINE 10+ 40+ 5+ 10+ UNDISCLOSED MARKETING CAMPAIGNS REMASTERED / PROJECTS PROJECTS AND RELEASES NEW VERSIONS OF PORTFOLIO HISTORY & FINANCIALS +302% Revenue per Year SEK 2,061.0 (Pro-forma Revenue) Revenue Growth per Year +573% SEK 512.4m Contract worth Consulting in SEK 40m with (Pro-forma Revenue) Development Leyou +52% -3% +586% SEK 7.5m SEK 11.4m SEK 11.1m SEK 76.1m 2015-08 2016-08 2017-08 2018-121 2019-12 2020-12 1) Changed to calendar year.
    [Show full text]
  • Nitro Games Signs Agreement with Netmarble EMEA
    COMPANY RELEASE 29 July 2019 12:05 (EEST) Nitro Games signs Agreement with Netmarble EMEA Nitro Games & Netmarble EMEA have signed an Agreement to introduce Heroes of Warland to Arabic and Turkish speaking audiences. Nitro Games has signed a Game Distribution and Servicing Agreement with Netmarble EMEA, the regional office of Netmarble Games, a giant Korean games publisher and one of the fastest growing mobile gaming companies in the world today. The Agreement covers licensing of Nitro Games’ game ”Heroes of Warland” to Netmarble EMEA for publishing in Arabic and Turkish speaking countries. Terms overview: Period: 3 years from Commercial Launch Service Fees: 500.000,00 EUR, paid in installments to Nitro Games, tied to launch progression Royalties: Net 35% to Nitro Games Territories: Turkey, Middle-East, and Africa Target launch: H2 2019, starting with soft-launch Platforms: iOS and Android “Heroes of Warland has gone through a major overhaul during the first half of this year. We’re now proceeding to release this new version also with Netmarble EMEA, by introducing the game to Turkish and Arabic speaking audiences. The first step in the MEA region is a soft-launch that is starting soon.”, says Jussi Tähtinen, CEO & Co-Founder Nitro Games Plc. For more information: Jussi Tähtinen, CEO & Co-Founder Phone: +358 44 388 1071 Email: [email protected] Sverker Littorin, Board member, IR Advisor Phone: +46 70 875 53 09 Email: [email protected] This company announcement contains information that Nitro Games Plc is obliged to make public pursuant to the EU Market Abuse Regulation. The information was submitted for publication by aforementioned contact person on 29 July 2019 at 12:05 (EEST).
    [Show full text]
  • Online Media Business Models: Lessons from the Video Game Sector
    Komorowski, M and Delaere, S. (2016). Online Media Business Models: Lessons from the Video Game Sector. Westminster Papers in Communication and Culture, 11(1), 103–123, DOI: http://dx.doi. org/10.16997/wpcc.220 RESEARCH ARTICLE Online Media Business Models: Lessons from the Video Game Sector Marlen Komorowski and Simon Delaere imec-SMIT, Vrije Universiteit, Brussels, BE Corresponding author: Marlen Komorowski ([email protected]) Today’s media industry is characterized by disruptive changes and business models have been acknowledged as a driving force for success. Current business model research manages only to grasp static descriptions while in reality media managers are struggling with the dynamics of the industry. This article aims to close this gap by investigating a new paradigm of online media business models. Based on three video game case studies of the massively multiplayer online role-playing game genre, this article explores a novel theoretical approach to explain the changes that can be made within business models. The article highlights the importance of changing processes within online media business models and emphasises that the video game sector is at the forefront of business innovation. Finally, it demonstrates that online media business model change is in a trade-off paradigm between capturing or offering potentially higher value per player vs. accessing a potentially larger player-base. Key words: Media industry; business model; process; disruption; video game sector Introduction Today’s media industry is characterized by disruptive transformations shaped by digitization. Digitization is not only generating new business opportunities but threatens traditional commercialization strategies and is proving highly unpredictable with regards to future market development.
    [Show full text]
  • Famitsu PC Game Sales Ranking: April 2007
    Famitsu PC Game Sales Ranking: April 2007 Data Collected: from April 1 to April 30, 2007 Game Titles Month Copies Cumulative This Last Price Average Before Title Platform Publisher Sales Date Genre Sold/Month Copies Sold Month Month (incl. tax) Price Last (Estimated) (Estimated) Final Fantasy XI: Treasures of Aht Urhgan 12 4 Win2000/XP SQUARE ENIX 04-20-06 Open ¥7,900 RPG 3,409 44,215 All-in-One Pack 2006 Medieval 2: Total War Japanese Version - 2 NEW Windows XP SEGA 04-05-07 ¥8,190 ¥7,250 Sim 3,151 3,151 Limited First Release 3 3 Lineage II: Interlude - Beginner's Kit Win2000/XP/Vista NC Japan 03-09-07 ¥3,150 ¥2,865 RPG 2,979 6,011 4 15 7 Nobunaga no Yabo Online: Haten no Sho Win2000/XP KOEI 12-13-06 ¥7,140 ¥6,205 RPG 2,502 8,831 5 7 3 Nobunaga no Yabo: Tenka Sosei Win2000/XP SOURCENEXT 10-06-06 ¥3,970 ¥3,562 Sim 1,936 13,602 6 8 The Sims 2: Seasons! Expansion Pack Win98/Me/2000/XP/Vista Electronic Arts 03-22-07 Open ¥2,864 DAT 1,618 3,636 7 4 5 SimCity 4: Deluxe Win98/Me/2000/XP Electronic Arts 09-25-03 ¥5,980 ¥4,738 Sim 1,518 62,996 8 1 Lineage II: Interlude - Master's Kit Win2000/XP/Vista NC Japan 03-09-07 ¥6,300 ¥5,675 RPG 1,317 11,737 9 10 1 Flight Simulator X WinXP/Vista Microsoft 01-26-07 ¥9,870 ¥9,187 Sim 1,296 10,802 Hoshi no Oujo: Uchu Ishiki ni Mezameta 10 5 Win98/Me/2000/XP Mirai 03-23-07 ¥4,801 ¥4,330 Adv 1,255 3,440 Yoshitsune - For All Ages 11 11 2 Sukatto Golf Pangya: Marugoto Kit Win2000/XP Gamepot 01-19-07 ¥2,940 ¥2,826 Act 1,107 14,910 QuinRos 12 6 16 Heart no Kuni no Alice: Wonderful Wonder World Win98/Me/2000/XP e
    [Show full text]
  • The Heart of Oak Books
    w BOSTON PUBLIC LIBRARY THE HEART OF OAK BOOKS A COLLECTION OF TRADITIONAL RHYMES AND STORIES FOR CHILDREN, AND OF MASTERPIECES OF POETRY AND PROSE FOR USE AT HOME AND AT SCHOOL, CHOSEN WITH SPECIAL REFERENCE TO THE CULTIVATION OF THE IMAGINATION AND THE DEVELOPMENT OF A TASTE FOR GOOD READING En J5?ti Uolunus Volume III THE HEART OF OAK BOOKS EDITED BY CHARLES ELIOT NORTON £btrt> ISook FAIRY STORIES AND CLASSIC TALES OF ADVENTURE BOSTON, U.SA. D. C. HEATH & CO., PUBLISHERS 1895 PE )ir-f . A/ H bk 3 Copyright, 1895, By CHARLES ELIOT NORTON. Noriuooti iPtcss J. S. dishing & Co. — Berwick & Smith Norwood Mass. U.S.A. ACKNOWLEDGMENTS. -»<>•- In the preparation of the Heart of Oak Books, I have been H. 'greatly assisted by Miss Kate Stephens and Mr. G-eorge Browne. Without their help the books would not have been made. An accurate text of the pieces of which the volumes are made up has been secured by the careful and scholarly revision of Mr. Browne. Most of the notes are from the hand of Miss Stephens. C. E. NORTON. The selections from Longfellow, Lowell, Hawthorne, Whit- tier, and Emerson in these books are used by permission of the publishers of the works of these authors, Houghton, Mifflin, & Co., and by special arrangement with them. D. C. HEATH & CO. PEEFACE. A taste for good reading is an acquisition the worth of which is to be overestimated and a of hardly ; yet majority children, even of those favored by circumstance, grow up without it. This defect is due partly to the fault or ignorance of and teachers to the in parents ; partly, also, want, many cases, of the proper means of cultivation.
    [Show full text]
  • Disruptive Innovation and Internationalization Strategies: the Case of the Videogame Industry Par Shoma Patnaik
    HEC MONTRÉAL Disruptive Innovation and Internationalization Strategies: The Case of the Videogame Industry par Shoma Patnaik Sciences de la gestion (Option International Business) Mémoire présenté en vue de l’obtention du grade de maîtrise ès sciences en gestion (M. Sc.) Décembre 2017 © Shoma Patnaik, 2017 Résumé Ce mémoire a pour objectif une analyse des deux tendances très pertinentes dans le milieu du commerce d'aujourd'hui – l'innovation de rupture et l'internationalisation. L'innovation de rupture (en anglais, « disruptive innovation ») est particulièrement devenue un mot à la mode. Cependant, cela n'est pas assez étudié dans la recherche académique, surtout dans le contexte des affaires internationales. De plus, la théorie de l'innovation de rupture est fréquemment incomprise et mal-appliquée. Ce mémoire vise donc à combler ces lacunes, non seulement en examinant en détail la théorie de l'innovation de rupture, ses antécédents théoriques et ses liens avec l'internationalisation, mais en outre, en situant l'étude dans l'industrie des jeux vidéo, il découvre de nouvelles tendances industrielles et pratiques en examinant le mouvement ascendant des jeux mobiles et jeux en lignes. Le mémoire commence par un dessein des liens entre l'innovation de rupture et l'internationalisation, sur le fondement que la recherche de nouveaux débouchés est un élément critique dans la théorie de l'innovation de rupture. En formulant des propositions tirées de la littérature académique, je postule que les entreprises « disruptives » auront une vitesse d'internationalisation plus élevée que celle des entreprises traditionnelles. De plus, elles auront plus de facilité à franchir l'obstacle de la distance entre des marchés et pénétreront dans des domaines inconnus et inexploités.
    [Show full text]
  • NCSOFT / Arenanet Género: MMORG Formato: PC Idioma: Manual Y Textos En Castellano Fecha De Lanzamiento: 2012 Pegi: 12 + Web
    Título: Guild Wars 2 Distribuidora: Koch Media Editor/Desarrollador: NCSOFT / Arenanet Género: MMORG Formato: PC Idioma: Manual y textos en castellano Fecha de Lanzamiento: 2012 Pegi: 12 + Web: www.guildwars2.com Descripción del juego Guild Wars 2 es un MMO visualmente impresionante, que ofrece a los jugadores la grandeza épica que rodea un juego de rol masivo combinado con un sistema de combate innovador, una experiencia dinámica de juego interactivo con historias personalizadas. En Guild Wars 2, ArenaNet incorpora un modo de juego innovador que permite a los usuarios jugar a su manera, pero manteniendo el desarrollo tradicional que Guild Wars mostró desde sus orígenes, y se mantiene, como en su anterior entrega, sin cuota de suscripción mensual. La saga original de Guild Wars ha vendido más de 6 millones de unidades en todo el mundo, y sigue disfrutando de una serie de jugadores activos y leales que esperan con impaciencia esta secuela. Características Las decisiones personales afectan al desarrollo del juego: Una experiencia dinámica de juego interactiva. Sus opciones y acciones generan un efecto real en el mundo que te rodea. ¿Los habitantes lucharán contra la arrasadora legión centauro o sucumbirán al ataque? ¡Tú decides! Sistema de eventos dinámicos: hace referencia a cualquier evento que ocurre en una zona persistente como resultado de la interacción de los personajes explorando el mundo. Son llamados dinámicos porque cambian constantemente en nuevos eventos, creando un efecto cascada. Una vez que el evento comience se desarrollará independientemente de si hay jugadores en la zona o no. Debido a esto, no existe un concepto real de fracaso o éxito, el resultado de cualquier evento simplemente causará un cambio en la zona.
    [Show full text]
  • Netmarble Games Corporation(251270 KS) Watch for Overseas Publishing and New Domestic Releases
    Netmarble Games Corporation(251270 KS) Watch for overseas publishing and new domestic releases Game 2Q17: First official earnings report; Expectations should be lowered For 2Q17, Netmarble Games reported that its revenue, operating profit, and net Results Comment profit grew 53%, 99%, and 140% YoY, respectively. The latest results showed a August 14, 2017 deceleration in revenue from Lineage II: Revolution, which was released in late 2016. Positives: Overseas revenue was up YoY and QoQ, boosted by the consolidation of (Downgrade) Trading Buy Kabam (acquired in February). Kabam is a well-recognized game developer, with its game Transformers: Forged to Fight winning the Best Game Award at the 2017 Target Price (12M, W) 150,000 Google Play Awards in May. Negatives: Domestic revenue slumped 45% QoQ, affected by softening traffic for Share Price (08/11/17, W) 127,500 key titles like Lineage II: Revolution and Seven Knights. Meanwhile, labor and advertising expenses increased 44% and 9% YoY, pushing up operating expenses. Expected Return 18% 2H17: Lineage II: Revolution overseas publishing and domestic MMORPG releases OP (17F, Wbn) 518 In 2H17, we believe Netmarble Games could potentially make up for its recent Consensus OP (17F, Wbn) 792 earnings weakness through new title releases. EPS Growth (17F, %) 59.4 Lineage II: Revolution: We believe domestic user metrics have been stabilizing Market EPS Growth (17F, %) 42.1 since June. As for overseas markets, the mobile title was launched in Southeast Asia P/E (17F, x) 31.2 on June 14th and is set for release in Japan on August 23rd and in North America, Market P/E (17F, x) 9.7 Europe, and China in 4Q17.
    [Show full text]
  • Ncsoft Earnings Release Q3, 2007 November 7, 2007
    NCsoft Earnings Release Q3, 2007 November 7, 2007 NCsoft CORPORATION OK-san Bldg 157-33, Samsung-dong, Kangnam-gu, Seoul 135-090, KOREA | Tel: +82-2-2186-3300 Fax : +82-2-2186-3550 Copyright ⓒ NCsoft Corporation. All Rights Reserved WWW.NCSOFT.COM Global Online Game Publisher NCsoft Table of Contents 01.01 Disclaimer 02.02 Consolidated Company 03.03 Earnings Highlights | 01 04.04 User Statistics | 10 05.05 Appendix – Parent Earnings | 13 Global Online Game Publisher NCsoft Disclaimer Disclaimer The financial results for 3Q 2007 have been prepared on an un-audited basis, and may be subject to change during independent auditing process. Some of the information and data in the material have been prepared based on assumptions. There can be no assurance that the assumptions used by NCsoft are correct and even if they are, that the effect of such assumptions on NCsoft’s business and results of operations will be as projected. Therefore, NCsoft will not be responsible for individual investment decisions based solely on this material. Global Online Game Publisher NCsoft Consolidated Company The consolidated company NCsoftNCsoft (Controlling(Controlling Company)Company) ConsolidatedConsolidated SubsidiariesSubsidiaries EquityEquity MethodMethod AffiliatesAffiliates NCNC InteractiveInteractive (100%)(100%) OrionOrion SoftSoft (100%)(100%) ArenaNetArenaNet (100%) (100%) JJ InteractiveInteractive (100%)(100%) NCNC EuropeEurope (100%)(100%) NCRCNCRC (100%)(100%) NCNC JapanJapan (60%)(60%) NCsoftNCsoft JapanJapan (100%)(100%) NCNC TaiwanTaiwan (85%)(85%)
    [Show full text]
  • PERMANENT INJUNCTION Filed by Judge Stephen V. Wilson This
    Insta Entertainment, Inc. v. Bizzy Entertainment, Inc. et al Doc. 74 1 2 3 4 5 6 7 8 UNITED STATES DISTRICT COURT 9 CENTRAL DISTRICT OF CALIFORNIA 10 WESTERN DIVISION 11 INSTA ENTERTAINMENT, INC., a ) Case No.: CV 10-0632-SVW (Ex) 12 California corporation, ) ) 13 Plaintiff, ) ORDER FOR PERMANENT ) INJUNCTION 14 v. ) ) 15 BIZZY ENTERTAINMENT, INC., et ) al., ) 16 ) Defendants. ) 17 ) ) 18 The parties hereto having agreed to a settlement of the claims between them, 19 and having stipulated to entry of this permanent injunction, it is hereby ORDERED, 20 ADJUDGED AND DECREED: 21 1. This Court has jurisdiction over Plaintiff Insta Entertainment, Inc. 22 (“Plaintiff”) and Defendants Bizzy Entertainment, Inc. and Yu Ling Chung 23 (collectively “Defendants”), and over the subject matter at issue in this action. 24 Defendants consent to the jurisdiction of this Court for the purpose of executing and 25 enforcing this Stipulated Permanent Injunction and the settlement agreement between 26 the parties, and this Court retains jurisdiction for this purpose. 27 28 1 Order for Permanent Injunction Dockets.Justia.com 1 2. The Court hereby permanently ENJOINS Defendants and their 2 offices, agents, employees, attorneys and those acting in concert or conspiracy with 3 them, from: 4 A. Renting, selling, offering to sell, distributing, exploiting, 5 marketing, advertising, promoting, transferring, shipping, licensing, handling, aiding 6 or assisting in the distribution, or using in any fashion, any unauthorized videotapes, 7 digital video disks or other media containing Plaintiff’s licensed and copyrighted 8 programs identified in Exhibit “1” attached hereto. 9 B. Assisting, aiding, or abetting any other person or business 10 entity in engaging in or performing any of the activities referred to in above 11 subparagraphs (A).
    [Show full text]
  • The Adventures of Ulysses
    THE ADVENTURES OF ULYSSES CHARLES LAMB The Project Gutenberg EBook of THE ADVENTURES OF ULYSSES, by CHARLES LAMB Copyright laws are changing all over the world. Be sure to check the copyright laws for your country before downloading or redistributing this or any other Project Gutenberg eBook. This header should be the first thing seen when viewing this Project Gutenberg file. Please do not remove it. Do not change or edit the header without written permission. Please read the "legal small print," and other information about the eBook and Project Gutenberg at the bottom of this file. Included is important information about your specific rights and restrictions in how the file may be used. You can also find out about how to make a donation to Project Gutenberg, and how to get involved. **Welcome To The World of Free Plain Vanilla Electronic Texts** **eBooks Readable By Both Humans and By Computers, Since 1971** *****These eBooks Were Prepared By Thousands of Volunteers!***** Title: THE ADVENTURES OF ULYSSES Author: CHARLES LAMB Release Date: March, 2005 [EBook #7768] [This file was first posted on May 15, 2003] Edition: 10 Language: English Character set encoding: US-ASCII *** START OF THE PROJECT GUTENBERG EBOOK, THE ADVENTURES OF ULYSSES *** Anne Soulard, Juliet Sutherland, Charles Bidwell, and the Online Distributed Proofreading Team THE ADVENTURES OF ULYSSES BY CHARLES LAMB PREFACE This work is designed as a supplement to the Adventures of Telemachus. It treats of the conduct and sufferings of Ulysses, the father of Telemachus. The picture which it exhibits is that of a brave man struggling with adversity; by a wise use of events, and with an inimitable presence of mind under difficulties, forcing out a way for himself through the severest trials to which human life can be exposed; with enemies natural and preternatural surrounding him on all sides.
    [Show full text]
  • Emotional Labor and Diversity
    Emotional Labor and Diversity Jeremy Preacher Director of Client Services, Metafilter Communities Managed: ● Patrice Pike (Austin folk rock musician) ● Ncsoft (Lineage 1 and 2, Auto Assault, Dungeon Runners, Exteel) ● EA/Mythic (Ultima Online) ● Webwars/Electric Bat Studios (Weblings, Webwars) ● Undead Labs (Moonrise) ● Metafilter Metafilter ● Founded in 1999 ● 12k+ active monthly users ● 16k+ comments per week ● 24/7 coverage ●5 full-time, 2 part-time staff Demographics ●Average age: 36 ●Gender balance: 51% male, 43% female (4% other, 2% declined to state) ●This is a noticeable change from the 2010 data: 63% male, 35% female, 2% other/declined to state Kimberly Witten, “Sociolinguistic Variation and Enregisterment in an Online Community of Practice: A Case Study of MetaFilter.com” (PhD diss., University of York, 2014). Emotional Labor ● Emotional labor is the work done to keep relationships and groups running smoothly ● Often gendered (“women’s work”) ● Usually expected of marginalized people ● Online, it usually involves not reacting to provocation, justifying your argument or your existence The Troll Who Is Not a Troll ● Sincerity + tone-deafness = trouble ● This kind of person: ● Says unpopular things, or popular things badly ● Cannot predict the response of his audience ● Miscommunicates, mischaracterizes, misunderstands Ban Him! And Better Ideas ●“Don’t feed the troll” Ban Him! And Better Ideas ●“Don’t feed the troll” Ban Him! And Better Ideas ●“Don’t feed the troll” ● Offer a private channel Ban Him! And Better Ideas ●“Don’t feed
    [Show full text]