254 research outputs found
How the Socialization Norms of Athletics Affects High School Student-Athletes
The purpose of this capstone project is to look into the implications of the norms high school athletes face with regards to socialization. Pressure to conform to gender norms can be difficult for all individuals. Along with those already formed gender norms, being a student-athlete has a culture of its own, which creates pressure from society to conform to the norms of the sports culture that can pose a danger to students at the high school level. Research has found correlations between these norms and seeking help seeking, even when it would benefit the student’s mental or academic health (Steinfeldt & Steinfeldt, 2012). Female student-athletes tend to have conflicting gender norms, so that dissonance between the two identities sends a red flag (Steinfeldt, Zakrajsek, Carter, & Steinfeldt, 2011). School counselors need to be aware of the implications of gender norms and the socialization process when it comes to their student-athletes in order to best reach out and service their needs
Transnational development cultures:navigating production, market, and cultural difference within European-Chinese game development teams
Discourse on the global games industry draws attention to the growth of China, in terms of both its consumer market and the games publishing landscape. Trade associations and government agencies have sought routes for Western games studios, publishers, and rights holders to connect with similar organisations in China. However, there has been limited focus on how Western and Chinese game developers understand and navigate the challenges of transnational collaboration and creativity in games production. This article presents a case study of five transnational game development teams, all of which were composed predominantly of developers from the UK and China who were tasked with producing game prototypes for both markets. Data gathered during game production included development diaries, interview data, game prototypes, and production documentation. Three themes emerged from analysis of the data: production practices and transnational working, navigating regulations and restrictions, and market and cultural differences. Findings highlight that developers encounter challenges around political and cultural difference that could inhibit production or lead to uncertainties in design decision making, but also that developers can quickly establish routes to collaboration and knowledge sharing that can help to overcome these barriers
Navigating China game publishing::a case study of Steam China
This case study focuses on engagement with publishing platforms in China and involves a collaboration with Steam China. Our goal was to develop a playable game prototype that was both framed and informed by China publishing and market expertise. By developing the game concept and pitch from the ground up with these restrictions and requirements in mind, our hope was that the resulting case study would serve as a useful pathfinder for other UK-based developers who want to learn more about game publishing for China markets
Five Stars and a Moon: The Legacy Series
Great writing and Hollins have been synonymous for decades, even before the highly acclaimed graduate program in creative writing officially began in 1960. Now, Hollins Theatre celebrates this literary tradition by launching the Legacy Series, showcasing dynamic plays, musicals, and original theatre pieces based on important works by some of Hollins\u27 most recognized writers. Five Stars and a Moon launches the series: five productions spotlighting six authors. · Please join us for these exciting performances created by Hollins\u27 talented students, faculty, and professional guest artists.https://digitalcommons.hollins.edu/performances/1006/thumbnail.jp
Exploring the opportunities for UK games businesses in China:a case study of two industry-led mobile game prototypes
This case study of game development R&D brought together researchers, developers, and industrial partners to explore co-production of experimental games for UK-China markets. Postgraduate teams comprising British, Chinese and international developers were tasked with responding to industry-led challenges related to UK-China games industry interests. The case study examines issues such as bringing British IP to China, how social play is managed in the Chinese market, and cross cultural representation both within game products and within development teams.The final work comprises two original game prototypes that serve as pathfinders for UK games businesses with interests in the Chinese games market, and a final project video documenting the experiences of industry, academic, and developer experience on the project.<br/
How to Talk With Ranchers About Drought and Climate Resilience: Lessons From Knowledge Exchange Workshops in Montana
This article offers the Extension community a pathway to drought resilience and climate-related conversations through knowledge exchange workshops. In 2017, a flash drought affected eastern Montana, and ranchers in the region faced numerous challenges. Moreover, drought-favorable climate conditions are predicted to increase for the region. We held five workshops to facilitate an exchange of adaptive drought management strategies, focusing on key themes for drought resilience: (a) drought planning and adaptive management, (b) use of local knowledge networks, (c) flexible stocking and grazing, and (d) adaptation to shifting baselines. Extension can use this approach to foster multidirectional knowledge sharing to strengthen ranching resilience to drought conditions
InGAME international pathway to collaboration: Collaboration in Games UK-China
In 2019 the Arts & Humanities Research Council (AHRC) funded a series of projects as part of its UK-China Creative Partnerships Programme. Led by Abertay University in partnership with academic and industry partners across the UK and China, InGAME International was funded through this AHRC programme with the aim of studying the potential for UK-China cooperation and collaboration in the computer games sector. The project is linked to the AHRC Creative Industries Cluster, InGAME: Innovation for Games and Media Enterprise, which is also led by Abertay University in partnership with the University of Dundee and University of St Andrews. The games industry is one of the largest and fastest growing sectors in both the UK and the Chinese creative economies. In 2023, China was the largest gaming market globally with revenue forecast at 7.94 billion in the UK (Statista, 2023). The growth in China’s market has long been the source of appeal for UK game developers and publishers seeking new routes to market. However, the divergence between the UK and China in terms of market profile, consumption patterns, leading companies, technologies, regulation, licensing, management, and business culture has presented ongoing difficulties for any UK based developer interested in engagement in- or with- China. It is from this basis that the current study sought to consolidate industry, legal, and regulatory knowhow with a view to providing a valuable resource to games professionals and researchers who have interests in UK-China collaboration. This Pathway to Collaboration report curates the cumulative knowledge and insight generated during the InGAME International programme, with an intended audience of games industry professionals and researchers interested in UK-China collaboration. At the heart of the research is an unprecedented qualitative study that involved in-depth interviews with 47 leading experts from the UK, China and other territories and with knowledge of games development, business, publishing, marketing, localisation, IP, copyright, regulation, markets, and sales. This report is the first comprehensive qualitative study to investigate the intersection between the UK and China games industries and markets at this scale and depth, providing readers with an invaluable, interactive resource that will support professionals and researchers to initiate new collaborations between the two nations.</p
InGAME international pathway to collaboration: Collaboration in Games UK-China
In 2019 the Arts & Humanities Research Council (AHRC) funded a series of projects as part of its UK-China Creative Partnerships Programme. Led by Abertay University in partnership with academic and industry partners across the UK and China, InGAME International was funded through this AHRC programme with the aim of studying the potential for UK-China cooperation and collaboration in the computer games sector. The project is linked to the AHRC Creative Industries Cluster, InGAME: Innovation for Games and Media Enterprise, which is also led by Abertay University in partnership with the University of Dundee and University of St Andrews. The games industry is one of the largest and fastest growing sectors in both the UK and the Chinese creative economies. In 2023, China was the largest gaming market globally with revenue forecast at 7.94 billion in the UK (Statista, 2023). The growth in China’s market has long been the source of appeal for UK game developers and publishers seeking new routes to market. However, the divergence between the UK and China in terms of market profile, consumption patterns, leading companies, technologies, regulation, licensing, management, and business culture has presented ongoing difficulties for any UK based developer interested in engagement in- or with- China. It is from this basis that the current study sought to consolidate industry, legal, and regulatory knowhow with a view to providing a valuable resource to games professionals and researchers who have interests in UK-China collaboration. This Pathway to Collaboration report curates the cumulative knowledge and insight generated during the InGAME International programme, with an intended audience of games industry professionals and researchers interested in UK-China collaboration. At the heart of the research is an unprecedented qualitative study that involved in-depth interviews with 47 leading experts from the UK, China and other territories and with knowledge of games development, business, publishing, marketing, localisation, IP, copyright, regulation, markets, and sales. This report is the first comprehensive qualitative study to investigate the intersection between the UK and China games industries and markets at this scale and depth, providing readers with an invaluable, interactive resource that will support professionals and researchers to initiate new collaborations between the two nations.</p
Mixed-Morphology Supernova Remnants in X-rays: Isothermal Plasma in HB21 and Probable Oxygen-Rich Ejecta in CTB 1
(Abridged) We present an analysis of X-ray observations made of the Galactic
supernova remnants (SNRs) HB21 (G89.0+4.7) and CTB 1 (G116.9+0.2), two
well-known mixed-morphology (MM) SNRs. We find a marked contrast between the
X-ray properties of these SNRs: for HB21, the extracted ASCA spectra of the
northwest and southeast regions of the X-ray emitting plasma can be fit with a
single thermal model with marginally enhanced silicon and sulfur abundances.
For both of these regions, the derived column density and temperature are
N_H~0.3x10^22 cm^-2 and kT~0.7 keV, respectively. No significant spatial
differences in temperature or elemental abundances between the two regions are
detected and the X-ray-emitting plasma in both regions is close to ionization
equilibrium. Our Chandra spectral analysis of CTB 1 reveals that this source is
likely an oxygen-rich SNR with enhanced abundances of oxygen and neon. The
extracted ASCA spectra for the southwestern and northeastern regions of CTB 1
cannot be fit with a single thermal component. Based on our fits to these
spectra, we derive a column density N_H~0.6x10^22 cm^-2 and a temperature for
the soft thermal component of kT_soft~0.28 keV. The hard emission from the
southwest may be modeled with either a thermal component (kT_hard~3 keV) or by
a power law component (Gamma~2-3) while the hard emission from the northeast
may be modeled with a power law component (Gamma~1.4). We have also extracted
ASCA GIS spectra of the discrete X-ray source 1WGA J0001.4+6229 which is seen
in projection toward CTB 1. These spectra are best fit using a power-law model
with a photon index Gamma=2.2^{+0.5}_{-1.2} which is typical for featureless
power-law continua produced by rotation-powered pulsars. This source may be a
neutron star associated with CTB 1.Comment: 46 pages, 16 figures, accepted for publication in the Astronomical
Journa
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Transforming Downtown Springfield: The Green and Equitable City of Tomorrow
This urban design studio is a community service project that developed visions for the downtown in Springfield, MA, as a revitalized mixed-use walkable neighborhood. The project emphasizes neighborhood connectivity through walking and biking and creating a green mosaic of places to sit and gather outdoors. We understand cities as active, vibrant, and inclusive places that are accessible and inviting to all. The project covers 7 team projects from Dwight Street down to the Connecticut River
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