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1

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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2

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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3

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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4

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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5

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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7

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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8

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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9

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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11

Gumanti, Tatang Ary, Mareita Dewi Kasprianti, and Ana Mufidah. "MARKET OVERREACTION SAHAM LQ-45 TERHADAP PENGUMUMAN ASIAN GAMES KE-18." Wahana: Jurnal Ekonomi, Manajemen dan Akuntansi 22, no. 2 (October 27, 2019): 186–203. http://dx.doi.org/10.35591/wahana.v22i2.157.

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Sports events are now a big concern for management and sports tourism and have become a big business opportunity that has an impact on the economy, especially for countries that host the event. The Asian Games is one of the biggest sports events in Asia that are held every four years. Indonesia is the country chosen to host the 18th Asian Games which was announced on July 25, 2014. The purpose of this study is to analyze LQ-45 stock whether after Indonesia was announced to host the 18th Asian Games there was a market overreaction and was followed by the emergence of price reversals. The final sample of the study was 32 companies. Results showed the presence of market overreaction symptoms in the winner and loser portfolios in the period after the announcement. There has been a market overreaction in the winner and loser portfolios due to the announcement of Indonesia's determination to host the 18th Asian Games. Price reversal occurs in loser portfolios and does not occur in portfolio winners due to the announcement of Indonesia's determination to host the 18th Asian Games.
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12

Lee, Hyun-Woo, Umer Hussain, Shawn Saeyeul Park, Sunyun Shin, and Woo Taek Shim. "Internal workforce, symbolism and licensed products: 17th Asian Games." Emerald Emerging Markets Case Studies 11, no. 1 (March 16, 2021): 1–20. http://dx.doi.org/10.1108/eemcs-09-2019-0244.

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Learning outcomes The questions raised in the case study could escort a classroom or online discussion for understanding licensed product consumption motives among the internal workforce. Case overview/synopsis Despite the Asiad (an abbreviation of Asian Games) being organized in the most populous continent, its financial profitability is minimal compared with the summer Olympic Games and other major sporting events. Thereby, Asiad board members are seeking to understand how they can target the right segment via licensed products. This will ultimately increase licensed product sales. On July 1, 2017, a board meeting was held in which the licensing product manager, Young Lee, proposed to target the internal workforce via licensed products based on 17th Asiad’s data and previous literature. Lee analyzed the attributes of licensed products sold at 17th Asiad and its psychological connection with the internal workforce. Hence, the purpose of this case study was to decipher the internal workforce feasibility as the right segment to target via licensed products for Asiad's management. The case study’s primary data was collected via IB worldwide (now Galaxia SM CO, Ltd), one of the leading sport marketing organizations in South Korea. The IB worldwide (now Galaxia SM CO, Ltd) signed an exclusive product license agreement with the Incheon Asian Games Organizing Committee jointly and individually with the Olympic Council of Asia to produce licensed products (e.g. Mascot dolls). This realistic case study should be understood through the lens of symbolic interactionism. Finally, this study is important to consider because the internal workforce licensed products consumption has gained little attention in sports marketing literature. Complexity Academic Level The case can be taught in marketing research and consumer behavior courses. Subject code CSS 8: Marketing. Supplementary materials Teaching notes are available for educators only.
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13

Bayu, Indra, and Trinandari Prasetya Nugrahanti. "Analisis Dan Evaluasi Perpajakan Pada Pelaksanaan Asian Games Tahun 2018." Jurnal Riset Perbankan, Manajemen, dan Akuntansi 4, no. 1 (January 14, 2020): 51. http://dx.doi.org/10.56174/jrpma.v4i1.60.

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This purpose of this study is to describe the taxation treatment related to the Olympic Council of Asia (OCA) as the owner of exclusive rights to the Asian Games and its Affiliates, Ticket Taxes, Sponsorship Taxes, Import Duties and Taxes and the obstacles faced in fulfilling tax obligations in the implementation of the 2018 Asian Games. This research method uses descriptive qualitative to describe the tax treatment of OCA and its affiliates, ticket tax, sponsorship tax, Import Duty and Taxes in the 2018 Asian Games regarding Sugiyono's opinion. This research was taken in January 2018 until 31 December 2018 using primary and secondary data. The available data is then processed using qualitative data analysis methods involving 4 respondents who are considered to be able to represent conclusions. The results of this study are for the host of the imposition of taxes, duties and levies imposed directly or indirectly by law as a result of organizing the 2018 Asian Games burden in terms of financing, but the authority of the OCA as the holder of exclusive rights to the Asian Games is an exception to the provisions general rules in Indonesia. In addition there is a tax exemption for sales of tickets, tax sponsorship and import duties and taxes during the 2018 Asian Games which is a solution to the limited funds by INASGOC. Even though the Indonesian government lost the potential for tax revenue, during the 2018 Asian Games, the direct and indirect economic impact was valued at 83 Trillion Rupiah (BAPPENAS, 2018). This means that the economic impact of the 2018 Asian Games is more beneficial than the tax compensation given to the OCA or INASGOC. Keyword : Tax, Asian Games, Duties, INASGOC.
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14

Patterson, Christopher B. "Making Queer Asiatic Worlds: Performance and Racial Interaction in North American Visual Novels." American Literature 94, no. 1 (January 27, 2022): 17–47. http://dx.doi.org/10.1215/00029831-9696973.

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Abstract This paper argues that video games expose the presumptions separating “Asian America” and “Asia” in the traditional senses of isolation, origination, and presumed distance. It does so by focusing on the most “Asiatic” genre of video games today, the North American visual novel, which offers a counterdiscourse to normative modes of play and attempts to offer utopic spaces to reflect upon the “real” genres of race and neo–Cold War geopolitics. Using theories of performance from Dorinne Kondo and others, the author shows how queer indie visual novels are primarily aspirational, in that they build queer, utopic, and seemingly anti-racist worlds through the Asiatic space of the visual novel form. In so doing, they also allow players to explore the Asiatic as a means of repairing the traumas and distances of American imperial cultures. The article analyzes four visual novels to make this argument: three by non-racially-identifying North American designers—Doki Doki Literature Club! (2017) by Dan Salvato, Analogue: A Hate Story (2012) by Christine Love, and Heaven Will Be Mine (2018) by Aevee Bee—and Butterfly Soup (2017), a game by the queer Asian/American designer Brianna Lei. If games make the boundaries of Asia and America irrelevant, visual novels explore this irrelevance through Asiatic irreverence.
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Rahadian, Adi, Amung Ma’mun, Berliana Berliana, and Nuryadi Nuryadi. "Successful Elite Sport Policies: Indonesia at The 2018 Asian Games." JUARA : Jurnal Olahraga 6, no. 2 (July 13, 2021): 288–303. http://dx.doi.org/10.33222/juara.v6i2.1327.

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The government fully supports efforts to carry out the best achievements in a sustainable, systematic, and integrated way by involving all of the nation's potentials and strengths. This study aims to identify and analyze the main determinants of the success of elite sports policies in Indonesia. A qualitative approach with a case study design was chosen in this study. Observations, semi-structured interviews, and document analysis were used in data collection in which academics, elite athletes, and coaches were participants in this study. These findings show that efforts to integrate the success pathway of coaching and to develop exceptional sports achievements at the 2018 Asian Games (Presidential Decree No. 95 of 2017) are managed systematically, professionally, and become a shared commitment. As a result, Indonesia was successfully ranked 4th in Asia with 31 gold, 24 silver, and 43 bronze medals. So that, the slogan "Energy of Asia" has transformed into a generator of Indonesia in successful implementation, achievement, administration, and economic empowerment.
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Nazif Shahrani, M. "“Great Games” on the Crossroads of High Asia." Iranian Studies 52, no. 3-4 (July 4, 2019): 611–20. http://dx.doi.org/10.1080/00210862.2019.1653098.

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17

Tiffany, Anggia, and Fuad Azmi. "Diplomasi Publik Indonesia melalui Penyelenggaraan Asian Games 2018." Padjadjaran Journal of International Relations 1, no. 3 (February 10, 2020): 202. http://dx.doi.org/10.24198/padjir.v1i3.26193.

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Asian Games merupakan acara multi-olahraga kontinental yang diadakan setiap empat tahun sekali dan diikuti oleh seluruh atlet dari berbagai negara di Asia. Indonesia sudah menjadi tuan rumah sebanyak 2 kali tahun 1962 dan tahun 2018. Indonesia memaksimalkan penyelenggaraan karena Asian Games merupakan event bergengsi bukan sekedar pertandingan olahraga yang menjadi salah satu cara yang efektif untuk mencetak image baik sebuah negara, mempopulerkan Indonesia di mata dunia serta menjadi ajang dalam mempromosikan wisatanya. Maka dari itu, Indonesia melakukan diplomasi publik melalui rangkaian pelaksanaan Asian Games 2018. Dalam riset ini, periset menganalisis upaya-upaya diplomasi publik Indonesia melalui Asian Games 2018 yang dilakukan pemerintah Indonesia dan INASGOC. Periset menggunakan satu konsep dalam hubungan internasional, yakni konsep tiga lapisan diplomasi publik dengan metode riset berupa metode kualitatif deskriptif. Hasil dari riset ini menunjukan bahwa strategi-strategi yang dijalankan oleh masing-masing aktor dari pemerintah Indonesia dan non pemerintah dapat mencapai tujuan diplomasi publik dalam jangka pendek melebihi ekspektasi di dunia internasional. Upaya-upaya yang dilakukan oleh para aktor hubungan internasional ini sesuai dengan bentuk tiga lapisan diplomasi publik serta cukup memenuhi konten dari setiap lapisan tersebut, yakni: monolog, dialog serta kolaborasi.
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18

Kurniawan, Faidillah. "E-Sport dalam Fenomena Olahraga Kekinian." Jorpres (Jurnal Olahraga Prestasi) 15, no. 2 (January 9, 2020): 61–66. http://dx.doi.org/10.21831/jorpres.v15i2.29509.

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Fenomena eSport akhir-akhir ini mungkin bisa dibilang sedang naik daun. Ada yang menarik dalam ajang Asian Games 2018. Electronic sport (eSport) masuk sebagai salah satu cabang olahraga (cabor) yang dipertandingkan. E-Sport merupakan olahraga digital yang terorganisir dengan pelatihan khusus seperti halnya atlet profesional sepak bola, bulutangkis, ataupun basket. Pertama kali budaya eSport berkembang adalah dari sebuah kompetisi game. Menariknya, kompetisi game ini bahkan sudah ada sejak lama, tepatnya pada tahun 1972, pada masa yang mungkin ketika itu komputer masih amat jarang, tak ada internet, dan belum ada banyak judul video game. Indo Game kemudian menjadi pintu pertama bagi masuknya kompetisi game berskala internasional di Indonesia dengan menjadi event organizer (EO) kejuaraan World Cyber Games (WCG) pada Tahun 2002. Penetapan eSport sebagai cabor telah disepakati Lembaga Olahraga Olimpiade Asia (Olympic Council of Asia/OCA) sejak 17 April 2017. Cabang eSport kemudian mulai diperkenalkan pada perhelatan 5th Asian Indoor and Martial Art Games (5th AIMAG) yang berlangsung di Ashgabat, Turkmenistan, pada September 2017. Dalam dunia olahraga eSport bisa masuk dalam kategori olahraga yang melibatkan motorik halus, layaknya permainan catur dan bridge. Sementara olahraga pada umumnya merupakan aktivitas olahraga yang banyak melibatkan motorik kasar. E-Sport masih dapat digolongkan sebagai kategori olahraga. IeSPA perlu komunikasikan tingkat lanjut ke KEMENPORA, KOI maupun KONI terkait keberadaan dalam organisasi olahraga yang dinaungi. Kompetisi eSports di Indonesia lebih sering diadakan. E-Sport in the Current Sports Phenomenon AbstractThe eSport phenomenon lately might be said to be on the rise. There is something interesting in the 2018 Asian Games. Electronic sport (eSport) entered as one of the sports that are contested. E-Sport is an organized digital sport with special training such as professional soccer, badminton, or basketball athletes. The first time the eSport culture developed was from a game competition. Interestingly, this game competition even existed a long time ago, precisely in 1972, at a possible time when computers were still very rare, there was no internet, and there were not many video game titles. Indo Game then became the first door for the entry of international-scale gaming competition in Indonesia by becoming an event organizer (EO) of the World Cyber Games (WCG) championship in 2002. The establishment of eSport as a sport was agreed upon by the Asian Olympic Sports Institute (Olympic Council of Asia / OCA) since 17 April 2017. The eSport branch was then introduced at the 5th Asian Indoor and Martial Art Games (5th AIMAG) event which took place in Ashgabat, Turkmenistan, in September 2017. In the world of sports eSport can be included in the category of sports that involve fine motor skills, like chess and bridge games. While sports in general are sports activities that involve a lot of gross motor skills. E-Sport can still be classified as a sports categories. IeSPA needs advanced communication to KEMENPORA, KOI and KONI regarding the presence in shaded sports organizations. ESports competitions in Indonesia are more often held.
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Wynn, Antony. "Horse Games: One Man’s Search for the Tribal Horse Games of Asia and Africa." Asian Affairs 50, no. 4 (August 8, 2019): 625–26. http://dx.doi.org/10.1080/03068374.2019.1663073.

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Wu, Zhiwei, and Zhuojia Chen. "Localizing Chinese games for Southeast Asian markets." Journal of Internationalization and Localization 7, no. 1-2 (December 31, 2020): 49–68. http://dx.doi.org/10.1075/jial.20003.wu.

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Abstract This article explores how Chinese games are localized for Southeast Asia (SEA) markets. Based on the synthesized insights from practitioners and gamers, we identify gaps between localization in theory and in practice. The post-gold model is popular with Chinese game companies that usually do not consider localizing a game until it has attained domestic success. They tend to opt for full localization rather than “deep localization” (Bernal-Merino 2011) because adapting visuals and game mechanics is considered “icing on the cake”. Additionally, in our data, gamers seem to prefer foreignization over domestication, while practitioners combine both strategies to create a defamiliarizing gaming experience. Finally, the language diversity in SEA and the lingua franca status of English call for a nuanced understanding of locale. Hence, we suggest to differentiate three types of locales (presumed, practiced, and preferred) as a possible analytical framework to further theorize game localization from multiple perspectives of stakeholders.
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Mitchell, Stephen. "Festivals, Games, and Civic Life in Roman Asia Minor." Journal of Roman Studies 80 (November 1990): 183–93. http://dx.doi.org/10.2307/300289.

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Tsereteli, Mamuka. "Winners and Losers of Strategic Games in Central Asia." Asia Policy 16, no. 1 (2013): 167–70. http://dx.doi.org/10.1353/asp.2013.0024.

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Baev, Pavel K. "Assessing Russia's cards: three petty games in Central Asia." Cambridge Review of International Affairs 17, no. 2 (July 2004): 269–83. http://dx.doi.org/10.1080/0955757042000245898.

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Lukacs, Gabriella. "Labor Games: Youth, Work, and Politics in East Asia." positions 23, no. 3 (August 2015): 381–409. http://dx.doi.org/10.1215/10679847-3125799.

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Xue, Wenting, and Qing Luo. "People's Daily: An Evolutionary Narrative on Asia in Its Coverage of the Asian Games." International Journal of the History of Sport 30, no. 10 (May 2013): 1037–47. http://dx.doi.org/10.1080/09523367.2013.781588.

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Chen, Laichi. "The Rise of the East Asian Gaming Industry: A Value-Added Chain Among the East Asian Game Companies During 2000–2010." Global Media and China 7, no. 1 (February 11, 2022): 24–42. http://dx.doi.org/10.1177/20594364221074422.

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From a historical perspective, this paper examines how these Asian game companies developed during the period 2000–2010. This research attempts to discern the relationships among the East Asian game companies when they become both game buyers and providers. Based on the model of the global value chain, suggested by Gereffi and others (2005), the results show that, first, the popularity of online games in the intra-Asian market is based on a collaborative relationship, while Korean and Chinese produced games are successfully operated in other markets. Second, the online game business became segmented in East Asia when game companies, in different markets, with their own advantages, were able to play different roles in order to add value to the modular form of the global value chain. Third, the value chains are not evolving along a single trajectory, if economic interdependence among game suppliers and buyers are further examined.
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Creak, Simon. "National Restoration, Regional Prestige: The Southeast Asian Games in Myanmar, 2013." Journal of Asian Studies 73, no. 4 (November 2014): 853–77. http://dx.doi.org/10.1017/s0021911814001624.

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“Myanmar is telling Asia ‘we are coming back!’ This is the time. Watch out! We are coming back. After the SEA Games, we will host ASEAN [Association of Southeast Asian Nations]. Big things are happening in our country.” “Kyaw,” an amiable rig coordinator in his early thirties, was relaxing on the ground drinking beer with his wife, passing the time prior to Myanmar's opening men's football match of the 2013 Southeast Asian or SEA Games. Fifteen days later—after a glorious opening ceremony, a slew of gold medals, and a celebratory closing ceremony—his assessment seemed prescient. The government newspaper,The New Light of Myanmar, boasted: “With the honor of hosting the Games that returned to the country after a 44-year long wait, Myanmar successfully hosted the biggest regional sporting event.” Thailand'sNationconcurred: “The country failed to overhaul Thailand as overall winners, but its symbolic triumph as host was far more important.” “Myanmar has basked in its host status and a rare moment in the international limelight after years in isolation under military rule,” declared Agence France-Presse in a widely syndicated article. “Some local and international observers thought Myanmar could not host the SEA Games. They were wrong,” boasted triumphant presidential spokesman U Ye Htut.
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Luimula, Mika, Christina Kattimeri, Niina Katajapuu, Paula Pitkäkangas, Helena Malmivirta, Aung Pyae, Tapani Liukkonen, and Jouni Smed. "Gamified Solutions in Healthcare - Testing Rehabilitation Games in Finland and Asia." Acta Technica Jaurinensis 10, no. 1 (March 6, 2017): 35. http://dx.doi.org/10.14513/actatechjaur.v10.n1.412.

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This paper presents a comprehensive summary of the Gamified Solutions in Healthcare (GSH) research project, which is a joint research project between Turku University of Applied Sciences and the University of Turku. The goal of the project is to promote exercise, social inclusiveness and enhance quality of life, aiming at developing new services and effective activity solutions for the elderly through gamification. During the research project elderly people were included in the development and testing of games so that they could be used for more than just entertainment purposes. According to all of our tests elderly enjoy playing exergames, and digital games can be an effective way to enhance the quality of life of the elderly. In the case studies it was observed that the players where motivated while playing but motivation should also be maintained throughout the gameplay. The elderly gave overall positive feedback for the idea of using digital activity games for exercising.
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Webster, David. "Sports as Third World Nationalism." Journal of American-East Asian Relations 23, no. 4 (November 21, 2016): 395–406. http://dx.doi.org/10.1163/18765610-02304007.

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Indonesian President Sukarno established the Games of the New Emerging Forces (ganefo) not only as an alternative to the Olympic Games in the 1960s, but also as part of a systemic challenge to the international status quo. They occurred twice, once in Indonesia in 1963 and again (as “Asian ganefo”) in Cambodia in 1966. The ganefo drew on Asian left-nationalism and neutralism and foreshadowed a possible alternative United Nations that Sukarno planned to call the Conference of the New Emerging Forces (conefo), with membership from the People’s Republic of China and other Asian states. This research note explores the link between sports, Indonesian nationalism and neutralism, ideas of Indonesian martial masculinity, and global politics during the 1960s in East Asia. Contrary to the ideal of the International Olympic Committee (ioc) to keep sports and politics separate, it suggests that both the ioc and Sukarno’s Indonesia mixed sports and politics, but in very different ways.
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Mellecker, Robin R. "Hidden Dragon: Research Findings from Asia in Games for Health." Games for Health Journal 4, no. 3 (June 2015): 159–60. http://dx.doi.org/10.1089/g4h.2015.0016.

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Rizky, Ghina, Jhanghiz Syahrivar, Yuling Wei, and Chairy Chairy. "THE ROLES OF VIRTUAL CHALLENGE AND DIVERSION IN PAY TO PLAY (P2P) PRACTICES AMONG INDONESIAN MOBILE GAMERS." Jurnal Muara Ilmu Ekonomi dan Bisnis 6, no. 1 (April 4, 2022): 104. http://dx.doi.org/10.24912/jmieb.v6i1.16477.

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Penelitian ini bertujuan untuk mengetahui faktor-faktor yang mempengaruhi niat bermain dan membayar (P2P) pada game seluler. Pasar game seluler sedang tumbuh dan menguntungkan. Dalam hal pendapatan, Indonesia adalah salah satu pasar game terbesar di Asia Tenggara. Namun, perusahaan game lokal hanya memiliki persentase pasar yang sangat kecil. Beberapa konsep yang terkait dengan P2P dimasukkan dalam penelitian ini, yaitu fleksibilitas waktu, pengalihan, dan tantangan. Penelitian kuantitatif ini menggunakan teknik purposive sampling dan berhasil mengumpulkan 324 mobile gamer bergenre Strategy, Multiplayer Online Battle Arena (MOBA) dan Action. Untuk menganalisis data, penelitian ini menggunakan Structural Equation Modeling (SEM) melalui software SPSS dan AMOS. Hasil penelitian menunjukkan bahwa 1) Tantangan memiliki efek positif terhadap niat bermain game seluler dan niat membayar barang virtual 2) Niat bermain game seluler memiliki efek positif terhadap niat membayar barang virtual 3) Pengalihan memiliki efek positif terhadap niat membayar barang virtual dan 4) Niat bermain game seluler memediasi secara parsial hubungan antara tantangan dan niat membayar barang virtual. This research aims to investigate factors influencing the intention to play and pay (P2P) in mobile games. The mobile games market is growing and lucrative. In terms of revenue, Indonesia is one of Southeast Asia's biggest gaming markets. However, local gaming companies only own a very small percentage of the market. Several P2P-related concepts are incorporated in this research, namely time flexibility, diversion, and challenge. This quantitative research used a purposive sampling technique to recruit 324 mobile gamers from Strategy, Multiplayer Online Battle Arena (MOBA) and Action genres. To analyse the data, this research employed Structural Equation Modelling (SEM) via SPSS and AMOS software. The results show that 1) Challenge has positive effects on the intention to play mobile games and the intention to pay for virtual items 2) The intention to play mobile games has a positive effect on the intention to pay for virtual items 3) Diversion has a positive effect on the intention to pay for virtual items and 4) The intention to play mobile games partially mediates the relationship between challenge and the intention to pay for virtual items.
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Stoner, Kathryn. "Old Games, New Rules?: Great Powers in the New Central Asia." Asia Policy 16, no. 1 (2013): 171–74. http://dx.doi.org/10.1353/asp.2013.0027.

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Andreas, Tatang Ary Gumanti, Uliya Nurjannah, and Intan Nurul Awwaliyah. "The effect of announcement as the host of XVIII Asian Games on the Indonesian stock market." Investment Management and Financial Innovations 17, no. 1 (March 4, 2020): 109–18. http://dx.doi.org/10.21511/imfi.17(1).2020.10.

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In 2014, Indonesia was announced to be the host the 2018 XVIII Asian Games, the biggest sports event in Asia. This announcement is expected to positively impact the country’s economy and investors as there would be thousands of spectators from both the country and overseas. A direct impact of the event is that Indonesia would prepare the entire venue. This study examines whether the capital market participants react to the announcement. For this purpose it tests a total of 25 companies in the infrastructure, utility, and transportation sectors listed on the Indonesia Stock Exchange. A standard event study methodology is employed to examine the existence of abnormal returns around the event. The results show the abnormal returns on two days before and two days after the announcement. However, overall, there are no significant abnormal returns before and after the announcement. The study does not find a significant difference of abnormal returns before and after the announcement. Besides, there was no difference in trading volume activity before and after the announcement as the host of the XVIII Asian Games. In summary, the capital market participants do not consider the event to be a significant issue that determines their investment decision in the capital market.
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Iskandar, Iskandar, Stephani Yane, and Utami Dewi. "PEMANDUAN BAKAT CABANG OLAHRAGA ANGKAT BESI DI SEKOLAH DASAR (USIA 10-12 TAHUN)." GERVASI: Jurnal Pengabdian kepada Masyarakat 2, no. 2 (December 31, 2018): 145. http://dx.doi.org/10.31571/gervasi.v2i2.972.

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<p>Tujuan umum kegiatan pengabdian kepada masyarakat adalah untuk mengetahui potensi keberbakatan cabang olahraga angkat besi pada siswa Sekolah Dasar usia 10-12 tahun di Pontianak. Tujuan khusus untuk megetahui: (1) Cara menemukan <em>lifter </em>yang dapat mewakili Indonesia pada<em> event</em> remaja (dibawah 16 tahun); Kejuaraan Asia/Dunia Angkat Besi Remaja dan <em>Junior, Asian Youth Games, Youth Olympic Games</em> di masa yang akan dating; dan (2) Peningkatan prestasi di tingkat remaja pada level <em>junior</em> dan dapat menjadi pengganti yang berkualitas pada ajang <em>multi event</em>: <em>Sea Games, Asian Games</em><em>,</em> <em>Olimpiade</em><em>,</em> dan pada kejuaraan internasional lainnya. Metode yang dipakai dalam pencapaian tujuan pengabdian kepada masyarakat adalah penyelenggaraan <em>inservice</em><em> </em>berupa tes dan pengukuran metode pengenalan bakat (<em>Talent Identification</em>). Berdasarkan pelaksanaan kegiatan pengabdian pada masyarakat hasil yang didapat setelah melalui seleksi melalui data data parameter tes dan pengukuran antopometri, siswa yang lolos berikut guru penjas disekolah, akan diberi materi pelatihan selama 12 –16 minggu yang akan diawasi oleh guru penjasnya”</p><p> </p><strong>Kata kunci</strong>: pemanduan bakat , <em>lifter, Talent Identification</em>
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Al-Qusimy, H. N. "(A278) Providing Medical Coverage for an Unfamiliar Sport Event: Tent-Pegging and the 2nd Asian Beach Games." Prehospital and Disaster Medicine 26, S1 (May 2011): s77. http://dx.doi.org/10.1017/s1049023x11002627.

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BackgroundThe addition of Tent-pegging to the 2nd Asian Beach games as one of its 14 Competition events was a welcomed step, especially to the equestrian community of the games' host country, Oman. An equestrian sport of ancient military origin with a long history in Asia, Tent-pegging It a fast-paced sport in which a lance or sword is used to pick pegs off the ground while riding a horse at full gallop. The sport is gaining popularity especially in a number of countries around the world, including Oman.Discussion and ObservationsThe hazards inherent in equestrian sports and specifically in Tent –pegging, furthermore, the mass gathering created by the equine presence, the participants, as well as the spectators, required a well planned medical coverage to safely conduct the games. Taking into account that Tent-pegging events normally receive limited medical support, the presentation will discuss the concepts and methods that are commonly followed by the host country on planning and implementing the medical care to sport events of Olympic standards, along with an illustration on how exclusively these concepts were applied to the Tent -pegging events during the 2nd Asian Beach Games. In addition, the presentation will elaborate on the challenges that were dealt with by the medical care providers, and the outcome following a 1st major sporting event of such a scale to be conducted by the host country, Oman. As more countries bid to host major sport events for their first time, suggestion for improving the methodology of providing medical coverage to a sport event will be discussed in the presentation.
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36

Whatley, Edward. "Book Review: Pop Culture in Asia and Oceania." Reference & User Services Quarterly 56, no. 3 (April 3, 2017): 219. http://dx.doi.org/10.5860/rusq.56n3.219a.

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Pop Culture in Asia and Oceania provides readers with a broad but surprisingly detailed overview of popular culture in Asia (excluding the Middle East), Australia, and New Zealand. Though the geographic focus of coverage may be somewhat narrow, the forms of pop culture covered in the single volume are quite varied and reveal a rich cultural tapestry that may be unfamiliar to many Western readers. Pop culture is of course intended for mass consumption, and the mediums and entertainments covered in Pop Culture in Asia and Oceania reflect that intent. They include: popular music, books and contemporary literature, film, television, radio, Internet and social media, sports, video games, fashion, and couture.
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Anceschi, Luca. "Great games, local rules; the new great power context in Central Asia." Central Asian Survey 32, no. 4 (December 2013): 549–51. http://dx.doi.org/10.1080/02634937.2013.835196.

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38

Olschner, Johannes. "Great Games, Local Rules: The New Great Power Contest in Central Asia." Asian Affairs 44, no. 3 (November 2013): 473–74. http://dx.doi.org/10.1080/03068374.2013.834611.

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39

Featherstone, Mike, and Tomoko Tamari. "Olympic Games in Japan and East Asia: Images and Legacies: An Introduction." International Journal of Japanese Sociology 28, no. 1 (March 2019): 3–10. http://dx.doi.org/10.1111/ijjs.12100.

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40

PAUL, ADITI. "Regional Cooperation in South Asia: Exploring the Three Pillars of Regionalism and their Relevance." Journal of Indian and Asian Studies 01, no. 02 (July 2020): 2050008. http://dx.doi.org/10.1142/s2717541320500084.

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The lofty ideals penned by the heads of the South Asian states at the birth of the South Asian Association for Regional Cooperation (SAARC) reflect a vision for promoting mutual trust and understanding in South Asia. But the member states have fallen into the intricate web of power balancing games, fluctuating economic growth and volatile ethnic and religious conditions that has marred the potential gains from regionalism. In such a scenario, while SAARCs snail-like progress continues without any remarkable achievements, there has been a rise of new regional organizations that has not only renewed our attention towards economic liberalization and the benefits accrued from multilateral economic cooperation but has also put into question the fundamentals of regionalism. The paper situates regionalism in acts of cooperation that are not isolated and discrete from each other but rather form a pattern of interconnecting expectations about the future of the alliance and the assumptions on legitimate activities. The paper argues that regionalism is a multi-faceted task and involves political harmony, economic interdependence and common identity as the three pillars. But regionalism in South Asia encourages economic interdependence and proscribes political integration and common values and norms. As a result, the attempts at regionalism in South Asia are conceptually narrow, limited in agenda and inadequate to address the issues of regional peace and security.
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41

Purwandari, Septyana Atik, Didin Nuruddin Hidayat, Waliyadin Waliyadin, and Muhammad Syafii S. "The Analysis of the Song Lyrics of the Energy of Asia Music Album from the Perspective of Systemic Functional Grammar." IDEAS: Journal on English Language Teaching and Learning, Linguistics and Literature 10, no. 1 (July 7, 2022): 718–29. http://dx.doi.org/10.24256/ideas.v10i1.2781.

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Music has played a role as the media in modern society. It is used not only to be listened to accompany in doing activities but also as the media to inform people about what is happening around them. This study aims to investigate the most frequent occurrence of mood system and adjunct of each lyric and describe the modality realized in the lyric of Energy of Asia’s album of the 2018 Asian Games, to find the transitivity processes, and to find the textual meaning (theme) of the song lyrics. In this descriptive qualitative research, three song lyrics from the "Energy of Asia" music album released in 2018 were selected, including nonpolitical Asian dance, unbeatable, and dance tonight. The analysis of the data involved some activities, including listening to the songs, finding the printed lyrics of the songs, analyzing the clauses based on the mood residue elements, describing the most frequent used-mood types, seeing the modality finite and mood adjunct, finding the transitivity process, and the textual meaning occurred on the song lyrics and making a conclusion. This paper attempts to reveal how the perspective of Systemic Functional Grammar (SFG) is employed to analyze song lyrics. The result of this study showed that the message in the lyrics is mostly about the pride of being Indonesian people in celebrating the Asian Games and motivating the players to be the winner in this event.
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Veblen, Kari K., Nathan B. Kruse, Stephen J. Messenger, and Meredith Letain. "Children’s clapping games on the virtual playground." International Journal of Music Education 36, no. 4 (May 14, 2018): 547–59. http://dx.doi.org/10.1177/0255761418772865.

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This study considers children’s informal musicking and online music teaching, learning, playing, and invention through an analysis of children’s clapping games on YouTube. We examined a body of 184 games from 103 separate YouTube postings drawn from North America, Central and South America, Europe, Africa, Asia, Australia, and New Zealand. Selected videos were analyzed according to video characteristics, participant attributes, purpose, and teaching and learning aspects. The results of this investigation indicated that pairs of little girls aged 3 to 12 constituted a majority of the participants in these videos, with other participant subcategories including mixed gender, teen, adult, and intergenerational examples. Seventy-one percent of the videos depicted playing episodes, and 40% were intended for pedagogical purposes; however, several categories overlapped. As of June 1, 2016, nearly 50 million individuals had viewed these YouTube postings.
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DIXON, GORDON, and PETER KARBOULONIS. "DEVELOPMENT AND MARKETING OF INTERACTIVE ENTERTAINMENT SOFTWARE." Journal of Enterprising Culture 08, no. 04 (December 2000): 411–36. http://dx.doi.org/10.1142/s0218495800000218.

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This paper examines the entertainment software industry within a market perspective. It addresses marketing issues such as acquisitions, mergers, franchising, direct investment, and collaborative arrangements, in an industry where there is significant change in business activity. New entrants in this highly competitive and high value market are identified as being more likely to be developers rather than publishers. Consumer spending in Europe alone for games and interactive entertainment is expected to rise to US $6.1 billion within three years, and by 2002 on-line game players are expected to number five million. Trends point to the income from computer games software and video games surpassing major box office receipts of the motion picture industry. Markets are also emerging to satisfy new classes of consumers both in Europe and in Asia.
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Fitriyadi, Ilham, and Gilang Alam. "Globalisasi Budaya Populer Indonesia (Musik Dangdut) di Kawasan Asia Tenggara." Padjadjaran Journal of International Relations 1, no. 3 (February 10, 2020): 251. http://dx.doi.org/10.24198/padjir.v1i3.26196.

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Musik ini merupakan suatu budaya yang sangat terpopuler ataupun sangat terkenal di dunia, dan musik ini juga salah satu media yang sangat modern dan dapat menghibur masyarakat-masyarakat terhadap dengan adanya musik. Musik ini juga merupakan bagian dari budaya manusia, dan musik merupakan salah satu yang diciptakan oleh manusia sendiri. Musik ini sendiri memilik beberapa genre, seperti genre Jazz, Pop, Dangdut, Rock, Reggae, dan sebagainya. Untuk mengenai judul yang saya akan bahas mengenai Musik Dangdut Go Internasional, jadi musik dangdut ini salah satu musik ciptaan orang indonesia, dan musik dangdut ini juga hanya ada di indonesia, maka indonesia ini memanfaatkan secara diplomasi budaya populer terhadap musik dangdut tersebut, agar bisa terkenal di seluruh dunia. Musik dangdut ini sudah mencapai ke mancanegara, seperti: negara Malaysia, Singapura, Timor Leste, Brunei Darrusalam, dan banyak lagi negara-negara di luar Asia.Dalam musik dangdut yang berasal dari indonesia ini juga dapat menjadi budaya populer yang dimiliki oleh indonesia. Musik dangdut di indonesia saat ini sangat digemari oleh masyarakat-masyarakat indonesia, maka dengan itu bukan hanya masyarakat indonesia saja yang menyukai musik dangdut, tetapi dengan adanya negara lain yang menyukai musik dangdut itu. Pada saat penyelenggaraan ASIAN GAMES 2018 yang dilaksanakan di Indonesia itu menjadi sorotan untuk semua negara di seluruh Dunia. Dikarenakan dengan opening Penyelenggaraan tersebut Theme Song ASIAN GAMES 2018 itu ialah merupakan musik Dangdut yang dari ciri khas Budaya Musik Indonesia, dan mengakibat menjadi sorotan bagi semua negara.
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Khan, Shoaib. "POWER GAMES ON THE SILK ROUTE: A JOURNEY FROM HISTORICAL TO MODERN ERA." Eurasian Research Journal 3, no. 2 (July 15, 2021): 33–56. http://dx.doi.org/10.53277/2519-2442-2021.2-03.

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The real aim of the programme is an extension of Chinese power and influence. As per an analyst, it is a game where China is steadily placing counters across Asia and Europe. In the Western views, it is easy to interpret comments as a strategy of China, with the aim of extending Chinese influence in a series of carefully planned steps. Around 114 BC by the Han dynasty, the trade routes of Central Asia were expanded largely through the missions and explorations of Chinese imperial envoy Zhang Qian. The world’s greatest economic construction and development project ever is being undertaken by China. In the economic map of the world the New Silk Road project is a revolutionary change. The geopolitical conflicts over the project could lead to a new cold war between East and West for dominance in Eurasia as it is becoming clearer every day.
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46

Mastura, Ishak. "Geopolitical Games and Malaysian Mediation in the Philippines." Jindal Journal of International Affairs 1, no. 1 (October 1, 2011): 3–16. http://dx.doi.org/10.54945/jjia.v1i1.4.

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This article assesses the complex strategic environment prevailing in East and Southeast Asia, where a “vacuum war” may be underway between China and the United States, with the southern Philippines as the bone of contention. The author argues that Malaysia is a keystone player in the peace process in Mindanao region of the Philippines and that it has a convergence of interests with the US. Malaysia’s involvement as a peace mediator between the Philippine government and the Moro Islamic rebel movement is driven by Kuala Lumpur’s own territorial agenda and is not necessarily in alignment with the aims of the Philippines itself. The article delves into the various geopolitical calculations of major players in the Philippine conflict and demonstrates how peacemaking diplomacy can open doors for strategic domination by great powers
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Madarame, Haruhiko. "Regional Differences in Women’s Basketball: A Comparison among Continental Championships." Sports 6, no. 3 (July 20, 2018): 65. http://dx.doi.org/10.3390/sports6030065.

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The aims of this study were (i) to compare basketball game-related statistics in women by region (Africa, America, Asia, Europe), and (ii) to identify characteristics that discriminate performances for each region. A total of 134 games from each continental championship held in 2017 were analyzed. A one-way ANOVA followed by a Bonferroni-adjusted pairwise comparison was performed to evaluate differences in each variable between the continents. A discriminant analysis was performed to identify game-related statistics that discriminate among the continents. The Asian and European championships overall showed similar performance profiles: Low numbers of possessions and turnovers, and high numbers of successful field goals and assists. However, the European championship was more closely contested than the Asian championship. The African championship was characterized by high numbers of possessions, free throws, and turnovers. The homogeneity of the American championship was low, and some of the cases have similarities with the African championship, whereas other cases have similarities with the European championship. On average, the American championship was characterized by low numbers of successful field goals and assists, and high numbers of steals and turnovers. It is suggested that women’s basketball games are played in a different manner in each region of the world.
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Karimi, Pamela. "Of Cultural Diplomacy, Culture Games, and Curation of Non-Western Art." ARTMargins 3, no. 3 (October 2014): 98–110. http://dx.doi.org/10.1162/artm_r_00096.

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This essay is a review of the Iran Modern Exhibition, which took place at the Asia Society in New York from September 6, 2013, to January 5, 2014. The show was the first major international retrospective of Iranian art of the 1960s and 1970s. While shedding light on the featured art from a period that is lesser known outside of Iran, this essay mainly elaborates on the curatorial strategies at work in the exhibit.
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Li, Daoyuan. "Resilience Training of Preschool Children Based on Traditional Folk Games." Journal of Contemporary Educational Research 5, no. 8 (August 30, 2021): 136–43. http://dx.doi.org/10.26689/jcer.v5i8.2448.

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Traditional folk games inherit the history, culture and identity of a country and nation, and they have even more important meanings for China, which has a long history and many ethnic groups. However, with the rapid globalization of modern technology and economy, many Chinese traditional folk games are facing the crisis of disappearing. This article discusses how to develop and utilize the new functions of traditional folk games. That is to use them to train the resilience of preschool children, thus to initiate a new understanding of traditional folk games by teachers and parents. The article firstly discusses the importance of cultivating preschool children’s resilience, then analyzes the role of games in cultivating preschool children’s resilience, studies the traditional folk game classification method for preschool children’s resilience, and gives the development orientation traditional folk game teaching strategies and steps for the cultivation of resilience. This research not only inherits Chinese traditional culture in preschool education, but also trains preschool children’s resilience and strengthens their minds. It has important practical significance and reference value for the current training and education of preschool children in China and East Asia.
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Warrich, Haseeb Ur Rehman, Muhammad Rehman, and Sahrish Jamil. "World Domination Games and its Impact on the 21st Century." Global Mass Communication Review II, no. 1 (December 30, 2017): 44–56. http://dx.doi.org/10.31703/gmcr.2017(ii-i).03.

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No other element impacted the historical conditions of the preceding 100 years to such an extent as the war to secure and control the world's reserves of petroleum. Sustainable economic growth after 1873, that discouraged British Empire, arose mechanical economies in Europe. Central Asia remained the object of rivalries and machination by the giant countries of the Europe. World Domination Games started from Pillage Games that lead towards many “Games” such as Great Game, New Great Game, Game Changer and New Game Changer. All prefect countries desire to have a control over the world for the last two centuries. Their efforts turn into numerous clashes and clashes led towards wars. In the twentieth century wars transformed not only their names but also their genetics that has profound impact on the 21st Century. This laid foundation of the emerging new superpowers in every century.
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