Academic literature on the topic 'Games, asia'

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Journal articles on the topic "Games, asia"

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Saniscara, Pramesti. "INDONESIA’S LOCAL CONTENT REPRESENTATION IN ASIAN GAMES 2018 MASCOT DESIGN." Journal of Visual Communication Design 5, no. 1 (September 28, 2021): 1–14. http://dx.doi.org/10.37715/vcd.v5i1.2286.

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Indonesia’s Local Content Representation in Asian Games’ 2018 Mascot Design. The Asian Games is a grand event in the field of sports which is held every four years and involves hundreds of athletes from all over Asia. Therefore, the Asian Games, in addition to being a sporting competition, are also allowing the host country to show their development and relevance in the international league. The Asian Games event is also a major concern of President Joko Widodo because of its potential to be the place for attracting investors and also promoting Indonesia’s tourism. One main focus towards this event is shown by using a graphic system and branding following design principles and harmonization with Indonesia’s local wisdom. The representation of Indonesian culture and representation of the motto of the 2018 Asian Games "Energy of Asia" must be embodied in the visual design of the 2018 Asian Games, including logo design, graphic systems, and mascot design Keyword: Asian Games 2018, vernacular design, mascot design, local content.
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Creak, Simon. "Eternal friends and erstwhile enemies: The regional sporting community of the Southeast Asian Games." TRaNS: Trans -Regional and -National Studies of Southeast Asia 5, no. 1 (January 2017): 147–72. http://dx.doi.org/10.1017/trn.2016.29.

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AbstractA paradox lies at the heart of the biennial Southeast Asian (SEA) Games. On the one hand, the region's premier sporting event has consistently celebrated themes of regional friendship and cooperation; on the other, the SEA Games are synonymous with controversy and poor sportsmanship, especially over the strategic selection of sports by host nations. Yet the Games go on – every second year – just as they have done since 1959. In introducing sport to existing debates on regional community in Southeast Asia, this article seeks to understand the key features of the sporting community of the Southeast Asian Games, particularly the emergence and development of the institutions and norms that help this event to thrive in the face of national self-interest. Through this analysis, the article argues for a distinctive approach to regional community in Southeast Asia, based not on notions of unity but principles of reciprocity and exchange.
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Riefky, Muhammad, and Wara Pramesti. "Sentiment Analysis of Southeast Asian Games (SEA Games) in Philippines 2019 Based on Opinion of Internet User of Social Media Twitter with K-Nearest Neighbor and Support Vector Machine." Jurnal Matematika, Statistika dan Komputasi 17, no. 1 (August 24, 2020): 26–41. http://dx.doi.org/10.20956/jmsk.v17i1.9947.

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Sports events are an activity that is in great demand, especially the people of Southeast Asia. One of the most prestigious sporting events in the Southeast Asian region is the Southeast Asian Games (SEA Games). SEA Games is one of the sporting events held in the Southeast Asia region and is only held every two years involving eleven member countries of the Association of South East Asian Nations (ASEAN). The most SEA Games issues occurred on Twitter with 20,600 tweets. This is because the 2019 SEA Games event in the Philippines experienced many irregularities, one of which is the Rizal Memorium stadium, which has not been renovated until now. The purpose of this study is to obtain and compare the results of the accuracy of the classification of Twitter users' sentiments towards the 2019 SEA Games in the Philippines using k-nearest neighbor and support vector machine. The data used in this study comes from data from Twitter social media users who often use the hashtag "SEA Games 2019" which has been done with text preprocessing of 2697 tweets with data partitions of 60% for training data and 40% for testing data. The conclusion that can be drawn from this research is that the best accuracy results in the k-nearest neighbor and support vector machine classification are the support vector machine classification with a polynomial kernel of 92.96% so that the predictions of the Support Vector Machine classification tend to be negative.
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Cha, Victor. "The Asian Games and Diplomacy in Asia: Korea–China–Russia." International Journal of the History of Sport 30, no. 10 (May 2013): 1176–87. http://dx.doi.org/10.1080/09523367.2013.782537.

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Akbar, M. Aulia, Masniarara Aziza Balfas Amril, Raiza Syahira, Fahrein Rachel Latisha, and Noor Jihan. "ANALISIS STRUKTUR JARINGAN KOMUNIKASI #SEAGAMES2022 DI TWITTER MENGGUNAKAN PENDEKATAN SOCIAL NETWORK ANALYSIS (SNA)." Jurnal Studi Komunikasi dan Media 26, no. 1 (December 29, 2022): 1–16. http://dx.doi.org/10.17933/jskm.2022.4780.

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Pesta Olahraga Asia Tenggara atau Southeast Asian Games (SEA Games) merupakan ajang perlombaan di bidang olahraga yang melibatkan negara-negara yang berada di kawasan Asia Tenggara. Para pengguna Twitter ikut memeriahkan acara SEA Games 2022 dengan mengunggah tweet dengan hashtag khusus yaitu #SEAGames2022. Minimnya penelitian mengenai jaringan komunikasi mengenai hiburan menjadi alasan mengapa penelitian ini dilakukan. Metode penelitian yang digunakan adalah Social Network Analysis (SNA) yang berfokus pada relationship research dan digunakan untuk mengukur suatu hubungan dan menggambarkan beberapa informasi dari individu melalui aplikasi Netlytic. Hasil dari penelitian menunjukkan bahwa jaringan komunikasi ini memiliki tipe relasi two mode, tiga jenis pola jaringan yaitu pola komunikasi roda, Y, dan rantai, serta relasi dari jaringan bersifat langsung dan memiliki arah. Penelitian ini juga menunjukkan bahwa terdapat aktor utama, yaitu @greyspolii dengan nilai degree centrality 6.08 serta hubungan antar aktor dalam jaringan komunikasi ini sangat dekat.
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Chrisentia Flavia Dwianjani and Sella Lovityo Aulia. "MAKNA TANDA PADA POSTER CANDI BOROBUDUR ASIAN GAMES 2018." MEDIUM 7, no. 2 (April 3, 2020): 26–40. http://dx.doi.org/10.25299/medium.2019.vol7(2).4773.

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Kemunculan akun @asiangames2018 ini, tidak hanya menjadi sarana informasi seputar perolehan mendali, tetapi juga sebagai ajang untuk memperkenalkan pariwisata yang dimiliki oleh Indonesia dimana memiliki kekayaan budaya yang tersebar luas di seluruh wilayah ini. Secara tidak langsung juga, INASGOC juga meluncurkan enam poster yang di publish lewat official instagram dengan nama akun @asiangames2018 dimana pada poster tersebut, terlihat background yang menampilkan lokasi-lokasi destinasi wisata di Indonesia. Penelitian ini bertujuan untuk mengungkapkan tanda-tanda yang ingin disampaikan melalui poster Candi Borobudur Asian Games 2018. Penelitian ini menggunakan metode kualitatif deskriptif dengan pendekatan semiotika Roland Barthes. Simpulan dari penelitian ini adalah dapat mampu membangun semangat olahraga kedalam budaya Asia sehingga dapat semakin memperkenalkan wisata Indonesia kepada masyarakat Asia sehingga mau mengunjungi Indonesia sebagai salah satu destinasi wisata.
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Li, Bo, Sarah Stokowski, Stephen W. Dittmore, and Olan K. M. Scott. "How Mediated Sporting Events Constitute Nationalism: Chinese Newspapers Covering the 2014 Incheon Asian Games." International Journal of Sport Communication 9, no. 1 (March 2016): 79–96. http://dx.doi.org/10.1123/ijsc.2015-0104.

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Informed by framing theory, the study strove to investigate nationalism by examining Chinese newspaper coverage of the 2014 Incheon Asian Games. Through document and textual analysis of 324 articles from 5 mainstream newspapers, the study indicated that Chinese newspapers always portrayed Chinese athletes as “dominating the competition” and “lacking opponents in Asia” while portraying other countries’ athletes as “less competitive” and not at the “level of Chinese athletes.” The results also suggested that Chinese newspapers tried to positively spin the story when reporting the failure of Chinese athletes at the Asian Games. However, to increase readership and enhance public awareness of the Asian Games,Chinese newspapers also attempted to created rivalries between Chinese athletes and competing nations and, at times, emphasized national failures.
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Akiner, Shirin. "SILK ROADS, GREAT GAMES AND CENTRAL ASIA." Asian Affairs 42, no. 3 (November 2011): 391–402. http://dx.doi.org/10.1080/03068374.2011.605601.

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Pereboyev, Vladimir. "GAS GAMES IN CENTRAL ASIA: RUSSIA'S STAKES." Security Index: A Russian Journal on International Security 16, no. 4 (November 2010): 97–99. http://dx.doi.org/10.1080/19934270.2010.525894.

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Kardiyanto, Deddy Whinata, Hari Setijono, and Edy Mintarto. "The Analysis of Indonesian’s Paralympic Athletes Achievements in International Multi-event." Research, Society and Development 9, no. 1 (January 1, 2020): e101911677. http://dx.doi.org/10.33448/rsd-v9i1.1677.

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The role of Paralympic athletes in sports has considered being important. The consideration is based on the desire to struggle as like normal people in the field of sports. Thus, this research is conducted in purpose to comprehend the whole phenomenon of Paralympic athletes in achieving accomplishment. Descriptive qualitative is applied in purpose to reveal the condition, facts, phenomenon, variable occurred. The main purpose is to understand the phenomenon more and focusing in the whole description rather by detailing on the related variables. The technique used in this research is documentation aims to find out the information dealing with the research’s object. The Indonesian’s Paralympic athletes are able to compete in the International multi-event as like ASEAN Para Games (in the level of Southeast Asia level). However, the medal achievement is not much as expected yet. However, in in Asia level that is Asian Para Games which considered as new match, unfortunately, Indonesia has not yet succeeds to match with the big countries in Asia such as China. In Asean Para Games, athletic and swimming becomes the gold medal achievement determinant. Afterwards, the best achievement achieved by Indonesia in Paralympic Games is limited merely on bronze medals. All in all, Indonesia is able to compete in the International multi-event yet the achievement need to be more increasing.
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Dissertations / Theses on the topic "Games, asia"

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Alm, Jens. "OS i Peking, oberoende idrott eller politisk propaganda? /." Huddinge : Södertörn University College. School of Social Sciences, 2008. http://www.diva-portal.org/smash/get/diva2:15655/FULLTEXT01.

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CHEN, HONG. "THE IMPACT OF SPORTS EVENTS ON URBAN DEVELOPMENT IN POST-MAO CHINA: A CASE STUDY OF GUANGZHOU." Miami University / OhioLINK, 2006. http://rave.ohiolink.edu/etdc/view?acc_num=miami1163380801.

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Law, Cheuk-fung Jimmy, and 羅卓豐. "Asian Games Village: a High-Density Sports Complex." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2002. http://hub.hku.hk/bib/B31986572.

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Law, Cheuk-fung Jimmy. "Asian Games Village : a High-Density Sports Complex /." Hong Kong : University of Hong Kong, 2002. http://sunzi.lib.hku.hk/hkuto/record.jsp?B25955044.

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Reaves, Joseph Allen. "A history of baseball in Asia : assimilating, rejecting and remaking America's game /." Thesis, Hong Kong : University of Hong Kong, 1998. http://sunzi.lib.hku.hk/hkuto/record.jsp?B19470472.

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Vlisides, James C. "Rendering the Other: Ideologies of the Neo-Oriental in World of Warcraft." Bowling Green State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1363105916.

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Chapman, James Lawson. "The modern great game in Central Asia oil, terrorism, and human rights /." CONNECT TO THIS TITLE ONLINE, 2006. http://etd.lib.umt.edu/theses/available/etd-12152006-214828/.

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Ganesan, Anita Lakshmi. "Quantifying emissions of greenhouse gases from South Asia through a targeted measurement campaign." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/82307.

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Thesis (Ph. D. in Climate Physics and Chemistry)--Massachusetts Institute of Technology, Dept. of Earth, Atmospheric, and Planetary Sciences, 2013.
Cataloged from PDF version of thesis.
Includes bibliographical references (p. 161-167).
Methane (CH 4 ), nitrous oxide (N20) and sulfur hexafluoride (SF6) are powerful greenhouse gases with global budgets that are well-known but regional distributions that are not adequately constrained for the purposes of mitigation and policy initiatives. Quantifying emissions using inverse approaches at the national scale requires measurements that specifically target the region of interest. Primarily due to the lack of atmospheric measurements from the region, emissions estimates of these greenhouse gases from India have largely been missing. New in situ measurements of atmospheric mole fractions from a Himalayan station in Darjeeling, India (27.03'N, 88.26'E, 2200 meters above sea level) have been collected from December 2011 for CH4 and March 2012 for N20 and SF6 to February 2013 using high-precision instrumentation that is linked to the Advanced Global Atmospheric Gases Experiment (AGAGE). These measurements comprise the first high-frequency dataset of these gases collected in India and are used for measurement-based assessment of emissions. Several features are identified. In SF6 , the signal associated with Northern Hemispheric background is typically present. CH4 and N20 mole fractions are almost always enhanced over the background, suggesting strong regional sources. Additionally, a diurnal signal resulting from thermally driven winds is seasonally present. A particle dispersion model is used to track 'air histories' of measurements, quantifying the sensitivity of concentrations at Darjeeling to surface emissions. The effect of topography on the derived air histories is investigated to test the robustness of the model in simulating transport in this complex environment. The newly acquired data set is used to investigate the ability of the model to reproduce signals that stem from the mesoscale diurnal winds. The sensitivities of meteorological resolution and particle release height are investigated to better quantify some of the uncertainties associated with this chemical transport model. A Quasi-Newton inverse method is used to estimate emissions at monthly resolution. CH4 , N20 and SF6 emissions from India are found to be 44.3% Tg yr- 1, 825 1045/707 GgN yr- 1 and 221 241/205 kton yr-', respectively. Significant uncertainty reduction is seen on emissions from India during the summer when the monsoon results in high sensitivity over the subcontinent.
by Anita Lakshmi Ganesan.
Ph.D.in Climate Physics and Chemistry
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Cayre, Emilie. "La monumentalisation des portes et accès en Asie Mineure à l'époque romaine." Thesis, Bordeaux 3, 2013. http://www.theses.fr/2013BOR30041.

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Cette thèse a pour objet l'architecture de passage qui ponctuait le parcours d'un visiteur ou d'un citoyen au sein du paysage urbain micrasiatique : propylées, portes urbaines et arcs sur rue. Notre travail portait sur les cités d'Asie Mineure, sans cadre géographique restrictif, afin d'obtenir une vision globale du phénomène étudié. L'étude a été partagée en deux grands ensembles : les propylées d'un côté et les portes urbaines et arcs sur rue d'un autre. Les propylées constituaient les entrées monumentales de sanctuaires, agoras, gymnases et bouleutérions. Notre étude comprend les propylées depuis l'époque classique jusqu'à l'époque romaine. Les propylées classiques constituaient essentiellement les entrées monumentales des grands sanctuaires-terrasses hécatomnides de Carie. A l'époque hellénistique, les propylées se sont multipliés et se trouvaient désormais en contextes cultuels et profanes. Les propylées romains représentaient pour la plupart des entrées monumentales rajoutées à des complexes préexistants, peu appartenaient à un nouveau complexe. Nous trouvons des propylées qui reprenaient des formules de l'époque hellénistique, des propylées à façade monumentale édiculée, des propylées qui adoptaient la forme de l'arc romain et enfin des propylées qui reprenaient la forme des salles impériales. Les portes urbaines totalement dépourvues de tout caractère défensif se sont développées grâce au climat de sécurité de la Pax Romana. Elles marquaient la séparation entre l'intérieur et l'extérieur de la ville, constituaient un véritable repère topographique et, comme la première image que le visiteur avait de la ville, elles annonçaient la splendeur de la ville et projetaient la valeur de l'urbanistas. Ces portes urbaines étaient soit de nouvelles portes insérées dans les anciens remparts, soit libres de tout rempart, soit un réaménagement des anciennes portes. Les arcs sur rue étaient construits sur une rue à colonnades ou à un carrefour pour des raisons urbanistiques et organiques et esthétiques. Tout en embellissant un parcours, ils ponctuaient et articulaient celui-ci et servaient aussi de points de repère. Leurs façades, richement décorées, participaient à l'embellissement et à l'animation des paysages urbains. Ces arcs apparaissaient comme une composante d'un programme urbanistique. Certains arcs étaient honorifiques ou commémoratifs. A l'époque romaine, l'architecture de passage reflétait les changements de la vie politique et de la structure sociale. L'autoreprésentation, la propagande impériale et la vive concurrence entre les cités vont jouer un rôle important dans la conception de ces monuments. Leur richesse et leur magnificence devaient impressionner les visiteurs et donc augmenter l'image reflétée par la cité de sa puissance et de sa gloire.Ils participaient donc à l'ornementation de la cité
This thesis deals with the architecture of passage that punctuate the course of a visitor or a citizen in the urban landscape of Asia Minor : propylaea, city-gates and arches on street. Our work focused on the cities of Asia Minor with no geographical limits in order to provide an overall view of the phenomenon. This study was divided into two major groups : the propylaea on the one hand and city-gates and arches on street on the other hand. The propylaea were the monumental entrances to shrines, agorai, gymnasiums and bouleuteria. Our study includes the propylaea from the classical period to the Roman era. Classical propylaea were mainly the monumental entrances to the major hecatomnid's shrines-terraces of Caria. In the Hellenistic period, the propylaea multiplied and tuned into religious and secular backgrounds. Most Roman propylaea made up monumental entrances added to existing complexes, few being part of a new one. We find some propylaea that went back over formulas of the Hellenistic period, others with monumental edicular façade, those in the form of the a Roman arch and finally the propylaea reproducing the form of "Marmorsaal". City-gates, that were completely devoid of any defensive features, developed in the peaceful period of the Pax Romana. They marked the boundary between the inside and the outside of the city, were a real topographical landmark and, as the first glimpse of the city for the visitors, heralded its splendor and highlighted the value of the urbanitas. These city-gates were either new city-gates inserted into the ancient city-walls, free of any city-walls, or old city-gates rearranged. The street arches were built on a colonnaded street or at a crossroads for urban, organic and aesthetic reasons. While beautifying a course, they structured and punctuated it as well as serving as landmarks. Their richly decorated facades participated in the beautification and animation of the urban landscape. These arches appear as a component of an urban program. Some of them were honorific or commemorative. In Roman times, the architecture of passage reflected changes in the political life and social structure. The self-representation, the imperial propaganda and the fierce competition between cities would play a major part in the designing of these monuments. Their richness and splendor must have impressed visitors and thus enhanced the city's power and glory picture. They participated in its ornamentation
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Peterson, Michael A. "China's great game in Central Asia : implications to U.S. policy in the region /." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2005. http://library.nps.navy.mil/uhtbin/hyperion/05Sep%5FPeterson%5FMichael.pdf.

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Books on the topic "Games, asia"

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Tong Asia ŭi nori. Sŏul: Minsogwŏn, 2004.

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E & J Frankel Ltd. Games people play: Ancient pastimes of Asia. New York, N.Y: E & J Frankel, 1999.

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Suzuki, Motoshi, and Akira Okada, eds. Games of Conflict and Cooperation in Asia. Tokyo: Springer Japan, 2017. http://dx.doi.org/10.1007/978-4-431-56466-9.

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Asian rivalries: Conflict, escalation, and limitations on two-level games. Stanford, California: Stanford Security Series, an imprint of Stanford University Press, 2011.

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Games without rules: The often-interrupted history of Afghanistan. New York: PublicAffairs, 2012.

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Great games, local rules: The new power contest in Central Asia. New York: Oxford University Press, 2012.

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Chʻesinbu, Korea (South). Sŏul Asia Kyŏnggi Taehoe paeksŏ: Tʻongsin, chŏnsan pumun. [Seoul]: Chʻesinbu, 1987.

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Kang, Pyŏng-su. Che 10-hoe Sŏul Asia Kyŏnggi Taehoe paeksŏ. [Seoul]: Sŏul Tʻŭkpyŏlsi, 1987.

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A, Lent John, ed. Asian popular culture. Boulder: Westview Press, 1995.

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Levine, Robert. Flying in the face of uncertainty: Alternative plans and postures for interdiction in southwest Asia. Santa Monica, Calif: Rand Corporation, 1985.

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Book chapters on the topic "Games, asia"

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Fung, Anthony Y. H. "Online Games and Chinese National Identities." In Cultural Policies in East Asia, 53–68. London: Palgrave Macmillan UK, 2014. http://dx.doi.org/10.1057/9781137327772_4.

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Chan, Dean. "Negotiating Online Computer Games in East Asia: Manufacturing Asian MMORPGs and Marketing ‘Asianness’." In Computer Games as a Sociocultural Phenomenon, 186–96. London: Palgrave Macmillan UK, 2008. http://dx.doi.org/10.1057/9780230583306_18.

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Lee, Changho. "Comparison of Korean and Chinese Adolescents’ Online Games Use Including Mobile Games." In Mobile Communication in Asia: Local Insights, Global Implications, 227–41. Dordrecht: Springer Netherlands, 2016. http://dx.doi.org/10.1007/978-94-024-0826-3_13.

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Li, Xiaoshi, Hugo Horta, and Jisun Jung. "University Ranking Games in East Asia: Triggers and Consequences." In International Handbook on Education Development in Asia-Pacific, 1–18. Singapore: Springer Nature Singapore, 2022. http://dx.doi.org/10.1007/978-981-16-2327-1_91-1.

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Vadivel, V. Sithira, Insu Song, and Abhishek Singh Bhati. "Cultural Emotion Games as Trajectory Learning in Southeast Asia." In Entertainment Computing – ICEC 2021, 62–74. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-89394-1_5.

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Tai, Zixue, and Fengbin Hu. "Mobile Games in China: Ongoing Industry Transformations, Emerging Game Genres, and Evolving Player Dynamics." In Mobile Communication in Asia: Local Insights, Global Implications, 173–90. Dordrecht: Springer Netherlands, 2016. http://dx.doi.org/10.1007/978-94-024-0826-3_10.

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Che, Xianhui, and Barry Ip. "Mobile Games in China: Development and Current Status." In Mobile Communication in Asia: Local Insights, Global Implications, 141–72. Dordrecht: Springer Netherlands, 2016. http://dx.doi.org/10.1007/978-94-024-0826-3_9.

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Fung, Anthony. "The Impact of the Rise of Mobile Games on the Creativity and Structure of the Games Industry in China." In Mobile Communication in Asia: Local Insights, Global Implications, 91–103. Dordrecht: Springer Netherlands, 2016. http://dx.doi.org/10.1007/978-94-024-0826-3_6.

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Rea, Stephen C. "Mobilizing Games, Disrupting Culture: Digital Gaming in South Korea." In Mobile Communication in Asia: Local Insights, Global Implications, 73–89. Dordrecht: Springer Netherlands, 2016. http://dx.doi.org/10.1007/978-94-024-0826-3_5.

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Ishiguro, Kaoru. "FTA/EPA Negotiations and Domestic Reforms in Two-Level Games Analysis." In The Political Economy of the Asia Pacific, 183–205. Tokyo: Springer Japan, 2017. http://dx.doi.org/10.1007/978-4-431-56466-9_8.

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Conference papers on the topic "Games, asia"

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Chen, Vivian Hsueh-hua, Henry Been-Lirn Duh, Beth Kolko, Leo Sang-Min Whang, and Michael Ching-Hui Fu. "Games in Asia project." In CHI '06 extended abstracts. New York, New York, USA: ACM Press, 2006. http://dx.doi.org/10.1145/1125451.1125516.

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Özgün, Tevfik Orçun, and Meral Uçmaz. "The Great Game in Asia: Kyrgyzstan." In International Conference on Eurasian Economies. Eurasian Economists Association, 2011. http://dx.doi.org/10.36880/c02.00333.

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Marked the 19th Century, “The Great Game” which took place between Great Britain and Imperial Russia, has determined the fates of many other nations. In practical sense, the term is expired in the first quarter of the 20th Century. States of Central and Southern Asia, involved in the strategic plans of Great Powers focused their interest to Central Asia in the 20th Century. Especially, after the collapse of the Soviet Union the strategicially important Kyrgyzstan has become an area of struggle between the United States, Russia, and strategically rising China in order to hold economic concessions. This paper tries to handle the strategic games played internationally on Kyrgyzstan addressing the reference frame of “The Great Game”.
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Zarzycki, Andrzej. "Urban games." In SIGGRAPH Asia 2012 Symposium on Apps. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2407696.2407704.

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Teles, Sylker, and Kiyoshi Tomimatsu. "Card games as interface for massively multiplayer online games." In SA'14: SIGGRAPH Asia 2014. New York, NY, USA: ACM, 2014. http://dx.doi.org/10.1145/2668975.2669003.

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Kiong, Lim Wee, and Thillainathan Logenthiran. "Developing a strategical smart grid game and creating smart grid awareness through games." In 2016 IEEE Innovative Smart Grid Technologies - Asia (ISGT-Asia). IEEE, 2016. http://dx.doi.org/10.1109/isgt-asia.2016.7796378.

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Pfafff, Simon, Olav Lervik, Reto Spoerri, Eleonora Berra, Margarete Jahrmann, and Martin Neukom. "Games in concert." In SIGGRAPH Asia 2018 Virtual & Augmented Reality. New York, New York, USA: ACM Press, 2018. http://dx.doi.org/10.1145/3275495.3275509.

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Bolte, Benjamin, Gerd Bruder, and Frank Steinicke. "Jumping through immersive video games." In SIGGRAPH Asia 2011 Posters. New York, New York, USA: ACM Press, 2011. http://dx.doi.org/10.1145/2073304.2073367.

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Lee, Younghyun, Hyunjo Jung, Cheoljong Yang, and Joonsoo Lee. "Highlight-Video Generation System for Baseball Games." In 2020 IEEE International Conference on Consumer Electronics - Asia (ICCE-Asia). IEEE, 2020. http://dx.doi.org/10.1109/icce-asia49877.2020.9277391.

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Tsuda, Jumpei. "Practical rigid body physics for games." In ACM SIGGRAPH ASIA 2009 Courses. New York, New York, USA: ACM Press, 2009. http://dx.doi.org/10.1145/1665817.1665831.

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Yang, Lingfeng. "Modeling player performance in rhythm games." In ACM SIGGRAPH ASIA 2010 Sketches. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1899950.1899951.

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Reports on the topic "Games, asia"

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Lažetić, Marina. Migration, Extremism, & Dangerous Blame Games: Developments & Dynamics in Serbia. RESOLVE Network, November 2021. http://dx.doi.org/10.37805/wb2021.1.

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The rapid arrival of hundreds of thousands of migrants into the European Union (EU) from the Middle East, South Asia, and Africa beginning in 2015 coincided with an increase in support for anti-immigrant rhetoric and the far-right in many European countries. A substantial number of these migrants came to the EU through what became known as the “Balkan Route” a major transit land route cutting through the Western Balkans. In 2016, however, the Route officially “closed,” leaving many of those people attempting to reach Europe effectively stranded within the Balkans. In 2020, for example, approximately 7,000 migrants and refugees were present within the borders of Serbia at any given time. This presence of migrants within the Balkans did not go unnoticed and, in some cases, even spurred increased activity within and mobilization among far-right actors opposed to their presence in the region. Exploring this phenomenon, this report focuses on dynamics surrounding migration and responses to it from the far-right in Serbia, one of the countries on the Balkan Route.
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Ahrari, M. E., and James Beal. The New Great Game in Muslim Central Asia. Fort Belvoir, VA: Defense Technical Information Center, January 1996. http://dx.doi.org/10.21236/ada421825.

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Pilat, J. F., and T. T. Taylor. Russia`s Great Game in a nuclear South Asia. Office of Scientific and Technical Information (OSTI), December 1998. http://dx.doi.org/10.2172/296677.

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Graetz, Robert B. Central Asia in Context: Local Rules of the Great Game. Fort Belvoir, VA: Defense Technical Information Center, May 2013. http://dx.doi.org/10.21236/ada607044.

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Wachen, John, and Steven McGee. Qubit by Qubit’s Four-Week Quantum Computing Summer School Evaluation Report for 2021. The Learning Partnership, September 2021. http://dx.doi.org/10.51420/report.2021.4.

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Qubit by Qubit’s Quantum Computing Summer School is a four-week summer course for high school and university students in their first or second year of studies. The aim of the summer school is to introduce the field of Quantum Information Sciences and Engineering (QISE), specifically quantum computing. Through the course, students learn about quantum mechanics, quantum computation and information (quantum gates, circuits, and algorithms and protocols, including Grover’s Algorithm and Quantum Key Distribution), applications of quantum computing, and quantum hardware. Students also learn how to program in Qiskit and basic mathematics for quantum, including matrices and vectors. The Quantum Computing Summer School program enrolled a diverse population of high school and undergraduate students with 48% of participants identifying at female or non-binary, 20% of students identifying as Hispanic, 17% identifying as Black, and 38% identifying as Asian. The program substantially increased participants’ knowledge about quantum computing, as exhibited by large gains on a technical assessment that was administered at the beginning and end of the program. On a survey of student motivation, students in the program showed a statistically significant increase in their expectancy of being successful in quantum computing and valuing quantum computing. From the beginning of the program to the end of the program, there was a statistically significant increase in students’ reported sense of belonging in quantum. Participation in the program increased students’ interest in pursuing additional coursework and careers in STEM generally and in quantum specifically.
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Carbon Capture, Utilization, and Storage Game Changers in Asia:. Manila, Philippines: Asian Development Bank, February 2021. http://dx.doi.org/10.22617/tcs200427.

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Carbon Capture, Utilization and Storage Game Changers: A Compendium of Technologies and Enablers. Asian Development Bank, February 2021. http://dx.doi.org/10.22617/tcs210260.

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This compendium showcases new and innovative low carbon technologies that have potential to be deployed in Asia and the Pacific. It features 10 technologies for capturing, utilizing, or storing carbon dioxide. The key aspects of these technologies are discussed together with their advantages and status of development and commercialization. The compendium aims to contribute to low carbon development in the region by promoting further research, innovation, and investment in emerging technologies.
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