55 research outputs found

    Mapping the contemporary esports ecosystem

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    Murray Ledger and Times, December 24, 2003

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    Analysing the modern video game industry and Assassin´s Creed Origins case analysis: Learning with video games

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    With a recent rise of the video game industry, this type of entertainment medium is ever-more present in our culture. Nowadays, it is almost impossible to look at emerging indus-tries and not consider the video game industry as one of the top contenders in the enter-tainment sector, due to its rapid growth in the last decade. This dissertation aims at provid-ing an overview of this growth and, at the same time, add important context to the indus-try, its evolution and major players. On the other hand, I will also demonstrate some com-mon representations of video games, their benefits, and their impact on modern culture. In addition to that, I provide a case analysis with a unique video game from a popular franchise (Assassin’s Creed Origins) that uses one of its game modes as a tool for educa-tion. I will also explore examples of gamification and other video games’ related benefits that could prove crucial in the near future. Furthermore, this thesis will also focus on the future of video games and how their success has launched new and exciting careers in the industry. Finally, I will address the impact of the COVID-19 pandemic on the entertain-ment sector, and more precisely on the video game industry.Com o recente crescimento da indústria dos videojogos, este tipo de meio de entretenimento está cada vez mais presente na nossa cultura. Hoje em dia, é quase impossível olhar para as indústrias emergentes e não considerar a indústria dos videojogos como um dos principais concorrentes no sector do entretenimento, devido ao seu rápido crescimento na última década. Esta dissertação pretende fornecer uma visão geral deste crescimento e, ao mesmo tempo, acrescentar importantes contextos à indústria, à sua evolução e aos principais intervenientes. Por outro lado, irei também demonstrar algumas representações comuns dos videojogos, os seus benefícios, e o seu impacto na cultura moderna. Seguidamente, apresento também uma análise de caso com um videojogo único de uma franchise popular (Assassin's Creed Origins) que utiliza um dos seus modos de jogo como uma ferramenta de educação. Vou também explorar exemplos de gamificação e outros benefícios relacionados com videojogos que poderão revelar-se cruciais num futuro próximo. Para além disso, esta tese centrar-se-á também no futuro dos videojogos e na forma como o seu sucesso lançou novas e excitantes carreiras na indústria. Finalmente, abordarei o impacto da pandemia da COVID-19 no sector do entretenimento, e mais precisamente na indústria dos videojogos

    The Seoul Olympic Games and Korean society : causes, context and consequences

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    The overall aim of the research project is to investigate the alms and the consequences of the 1988 Seoul Olympic Games. The Seoul Olympics took place over twenty years ago, and the event has had a significant impact on South Korean society which is best explained by reference to theories of globalization and mega events. The project uses qualitative methods and a variety of data sources to evaluate the domestic impact of the Games in relation to culture, politics, sport, and economics. The analysis is contextualised within an understanding of Korean history with specific reference to Japanese colonialism and relations between North and South Korea. Particular attention is paid to the decision by most of the Communist bloc to participate in the Seoul Olympics, despite a North Korean boycott. The thesis also examines the reasons that lay behind Seoul wiuning the right to host the Games, as well as the postGames consequences, both of which are addressed using empirical data drawn from interviews and documentary evidence. Having addressed the evidence within the context of wider sociological debate concerning globalisation, the thesis concludes that South Korea's political, economic, cultural and sporting interests were well served by the Seoul Olympic Games, and that hosting a mega-event of this scale helped to accelerate South Korea's modernisation process and its emergence on the global stage

    November 21, 2015 (Weekend) Daily Journal

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    February 27, 2015 (Friday) Daily Journal

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    P2P and the Future of Private Copying

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    Since the beginning of the P2P file-sharing controversy, commentators have discussed the radical expansion of copyright law, the industry\u27s controversial enforcement tactics, the need for new legislative and business models, the changing social norms, and the evolving interplay of politics and market conditions. Although these discussions have delved into the many aspects of the controversy, none of them presents a big picture of the issues or explains how they fit within the larger file-sharing debate. Using a holistic approach, this Article brings together existing scholarship while offering some thoughts on the future of private copying. The Article does not seek to advance a new theory or model, which could quickly become obsolete, given the rapid advance of digital and P2P technologies. Rather, it provides guidelines to help policymakers to craft an effective solution to the unauthorized copying problem. This Article begins by examining the RIAA\u27s enforcement tactics, developments in copyright law in 2003, and possible challenges the entertainment industry will face in ensuing years. The Article then evaluates critically proposals commentators have put forward to solve the unauthorized copying problem: (1) mass licensing, (2) compulsory licensing, (3) voluntary collective licensing, (4) voluntary contribution, (5) technological protection, (6) copyright law revision, (7) administrative dispute resolution proceeding, and (8) alternative compensation. Acknowledging the provisional nature of these proposals, this Article contends that policymakers need to adopt a range of solutions that meet the needs of consumers while taking into account the Internet\u27s structural resistance to control, its immutable characteristics as a network, and the changing social norms in the digital copyright world. This Article concludes by challenging policymakers and commentators to step outside their mental boundaries to rethink the P2P file-sharing debate. By presenting thought experiments that compare the ongoing P2P file-sharing wars to (1) a battle for self-preservation between humans and machines, (2) an imaginary World War III, and (3) the conquest of Generation Y, this Article demonstrates that policymakers should not focus on legal solutions alone. Instead, they should pay more attention to market forces, technological architectures, and social norms, which also play very important roles in crafting an effective solution to the unauthorized copying problem. The Article concludes by offering some guidelines that may point the way to this solution

    Eastern Progress - 22 Feb 2001

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    The Murray Ledger and Times, December 21, 2005

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    Digital Transformation

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    The amount of literature on Digital Transformation is staggering—and it keeps growing. Why, then, come out with yet another such document? Moreover, any text aiming at explaining the Digital Transformation by presenting a snapshot is going to become obsolete in a blink of an eye, most likely to be already obsolete at the time it is first published. The FDC Initiative on Digital Reality felt there is a need to look at the Digital Transformation from the point of view of a profound change that is pervading the entire society—a change made possible by technology and that keeps changing due to technology evolution opening new possibilities but is also a change happening because it has strong economic reasons. The direction of this change is not easy to predict because it is steered by a cultural evolution of society, an evolution that is happening in niches and that may expand rapidly to larger constituencies and as rapidly may fade away. This creation, selection by experimentation, adoption, and sudden disappearance, is what makes the whole scenario so unpredictable and continuously changing.The amount of literature on Digital Transformation is staggering—and it keeps growing. Why, then, come out with yet another such document? Moreover, any text aiming at explaining the Digital Transformation by presenting a snapshot is going to become obsolete in a blink of an eye, most likely to be already obsolete at the time it is first published. The FDC Initiative on Digital Reality felt there is a need to look at the Digital Transformation from the point of view of a profound change that is pervading the entire society—a change made possible by technology and that keeps changing due to technology evolution opening new possibilities but is also a change happening because it has strong economic reasons. The direction of this change is not easy to predict because it is steered by a cultural evolution of society, an evolution that is happening in niches and that may expand rapidly to larger constituencies and as rapidly may fade away. This creation, selection by experimentation, adoption, and sudden disappearance, is what makes the whole scenario so unpredictable and continuously changing
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