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    The value chain in the Asian online gaming industry: a case study of Taiwan

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    This research examines the changing nature of the Asian online gaming industry and the position of Taiwan in the regional market. The evidence used was gathered through fieldwork conducted in Taiwan, Beijing and Shanghai from January to October in 2007. Firstly, it explores the situation from the perspective of political economy in order to understand the process of commodification, including production, marketing and distribution. The research establishes that the game industry operates within a highly competitive market requiring substantial investments. Since game production requires complex technological skills, there is a high capital cost, and the process is very time consuming. Today's online gaining business has segmented into different sectors with varying roles, i.e. developer, publisher, distributor and operator, controlled by different players in the business. The research shows that Asian game firms seek vertical synergies by expanding complex collaborative networks of production, marketing and operation in order to minimize costs and maximize profits. This implies that an international value chain has been established within the regional economy due to that the capacity of modern East Asian cities to accelerate the integration of the online gaming industry into regional economic activity. Secondly, online gaming overall is a popular form of interactive entertainment in the intra-Asian market. The key theories used to understand digital games are debated between narratology and ludology. However, neither is capable of providing an explanation for the Asian gaming culture. On further examination, certain types of game genres, 'wuxia' and 'cute' games, are found to have a particular appeal for Asian users. The wuxia genre is exclusively circulated in the greater Chinese cultural arena. The 'cute' game originates from the protagonists and themes of Japanese video games. This genre is well accepted by Asian users living in urban environments, and has become a force to unite city gainers in different Asian countries. Lastly, the thesis explores the unique position of Taiwan's game industry, which has been transformed from a test-bed for games aimed at the Chinese market into an intermediary between China and the rest of the world. Before 2002, Taiwan was regarded as a springboard for foreign firms wishing to enter the big Chinese market. Now, China's game industry has emerged and Chinese games have been exported to other Asian countries. Currently Taiwan is the biggest export market. The sophisticated features of the Taiwanese market mean that it can act as a stepping stone for Chinese game firms wishing to expand into wider regional and global markets

    Hub-and-spoke Interoperability: an out of the skies approach for large-scale data interoperability

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    Dissertação para obtenção do Grau de Doutor em Engenharia Electrotécnica e de ComputadoresData Interoperability is a key challenge in large-scale heterogeneous environments. In here, interoperability via standards is not feasible or even possible; then, the classic approach, Point-to-Point (P2P) Interoperability, presents here two key problems: the trouble of non-modifiable systems that inhibit full possible interoperability and the excessive quantity of interoperability resources needed for establishing interoperability. A new approach is required for sustaining interoperability in those environments! Laterally thinking, commercial air transportation environments exhibit similar properties and problems to Data Interoperability environments and therefore face comparable difficulties. Outstanding approaches such as scissor-hub operations and the hub-andspoke paradigm have managed to address those challenges in commercial air transportation environments. Which, looking from data interoperability perspective, raises the idea of Mediated Interoperability and Interoperability Compositions. From there, a novel approach for data interoperability is proposed, the Hub-and-Spoke(H&S) Interoperability, as the hypothesis for addressing data interoperability in largescale environments. The H&S Interoperability approach fully solves the interoperability coverage problem and significantly reduces the number of resources needed for realising interoperability, thus outperforming P2P Interoperability. At the end, it is provided a technological realisation of the H&S approach, as the Plug’n’Interoperate solution, built upon plug-and-play principles applied to data interoperability

    Sars

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    SARS (Acute Respiratory Syndrome) first presented itself to the global medical community as a case of atypical pneumonia in one small Chinese village in November 2002. Three months later the mysterious illness rapidly spread and appeared in Vietnam, Hong Kong, Toronto and then Singapore. The high fatality rate and sheer speed at which this disease spread prompted the World Health Organization to initiate a medieval practice of quarantine in the absence of any scientific knowledge of the disease. Now three years on from the initital outbreak, SARS poses no major threat and has vanished from the global media. Written by a team of contributors from a wide variety of disciplines, this book investigates the rise and subsequent decline of SARS in Hong Kong, mainland China and Taiwan. Multidisciplinary in its approach, SARS explores the epidemic from the perspectives of cultural geography, media studies and popular culture, and raises a number of important issues such as the political fate of the new democracy, spatial governance and spatial security, public health policy making, public culture formation, the role the media play in social crisis, and above all the special relations between the three countries in the context of globalization and crisis. It provides new and profound insights into what is still a highly topical issue in today’s world

    Design revolutions: IASDR 2019 Conference Proceedings. Volume 1: Change, Voices, Open

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    In September 2019 Manchester School of Art at Manchester Metropolitan University was honoured to host the bi-annual conference of the International Association of Societies of Design Research (IASDR) under the unifying theme of DESIGN REVOLUTIONS. This was the first time the conference had been held in the UK. Through key research themes across nine conference tracks – Change, Learning, Living, Making, People, Technology, Thinking, Value and Voices – the conference opened up compelling, meaningful and radical dialogue of the role of design in addressing societal and organisational challenges. This Volume 1 includes papers from Change, Voices and Open tracks of the conference

    Sars

    Get PDF
    SARS (Acute Respiratory Syndrome) first presented itself to the global medical community as a case of atypical pneumonia in one small Chinese village in November 2002. Three months later the mysterious illness rapidly spread and appeared in Vietnam, Hong Kong, Toronto and then Singapore. The high fatality rate and sheer speed at which this disease spread prompted the World Health Organization to initiate a medieval practice of quarantine in the absence of any scientific knowledge of the disease. Now three years on from the initital outbreak, SARS poses no major threat and has vanished from the global media. Written by a team of contributors from a wide variety of disciplines, this book investigates the rise and subsequent decline of SARS in Hong Kong, mainland China and Taiwan. Multidisciplinary in its approach, SARS explores the epidemic from the perspectives of cultural geography, media studies and popular culture, and raises a number of important issues such as the political fate of the new democracy, spatial governance and spatial security, public health policy making, public culture formation, the role the media play in social crisis, and above all the special relations between the three countries in the context of globalization and crisis. It provides new and profound insights into what is still a highly topical issue in today’s world
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