Academic literature on the topic 'Games, china'

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Journal articles on the topic "Games, china"

1

Kang, David. "THOUGHT GAMES ABOUT CHINA." Journal of East Asian Studies 20, no. 2 (2020): 135–50. http://dx.doi.org/10.1017/jea.2020.18.

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2

Baruch, John. "Olympic games in China." Astronomy & Geophysics 50, no. 3 (2009): 3.31. http://dx.doi.org/10.1111/j.1468-4004.2009.50331.x.

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3

Hofer, Tracy. "Games and Politics." International Journal of Social Ecology and Sustainable Development 3, no. 4 (2012): 13–33. http://dx.doi.org/10.4018/jsesd.2012100102.

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The fact that the U.S. and China have maintained large and persistent financial imbalances is not under dispute. There is disagreement about whether or not these imbalances can be sustained. Within this discussion, much of the literature focuses on the corrective policies required by the U.S. and/or China to eliminate these imbalances, if one considers correction necessary. This paper argues that the appropriate way to model the correction decision for both the U.S. and China is to use a game-theoretic approach. An example is then provided that illustrates how a game-theoretic model can be used to determine the equilibrium policy choices by the U.S. and China under two different assumptions: that the imbalances are sustainable and also under the assumption that the imbalances are unsustainable. Lastly, it is argued that only by utilizing a political economy model, can the choice of policy actions with each country be fully examined, as the policies are undertaken under political constraints in each country.
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4

Tong, Guofeng, and Xinhe Xu. "Progress of Computer Games in China." ICGA Journal 34, no. 3 (2011): 168–70. http://dx.doi.org/10.3233/icg-2011-34309.

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5

Liao, Sara X. T. "Japanese Console Games Popularization in China." Games and Culture 11, no. 3 (2016): 275–97. http://dx.doi.org/10.1177/1555412015583574.

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6

Ip, Barry, and Xianhui Che. "A Primer Survey of Chinese Mobile Games." Asiascape: Digital Asia 3, no. 1-2 (2016): 17–37. http://dx.doi.org/10.1163/22142312-12340046.

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This article provides introductory insight into and an evaluation of the nature and current composition of the Chinese mobile games market. We conducted research to explore the subtle yet prevalent distinctions in game genre classifications in China, and we examined game rankings as an indication of the sorts of titles that are popular in the region. Further insights are offered into the leading distribution platforms that host mobile games, representing a unique characteristic of the Chinese market. Finally, the paper offers further analysis of mobile games via a three-step model that considers attracting new players, gamer retention, and revenue generation. The outcomes of this work provide potentially valuable and practical insights into the characteristics and operation of Chinese mobile games.
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7

Dr. Sonia George, Deena Balakrishnan,. "Exploring the impact of internet gaming disorder on adolescent gamers using thematic analysis." Psychology and Education Journal 58, no. 2 (2021): 5534–38. http://dx.doi.org/10.17762/pae.v58i2.2972.

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Most of the top gaming companies are owned by China, Japan, Korea, and USA. However, the users of games, developed by these gaming tech-giants are worldwide. Online/offline gaming has been a fascination for adolescents and adults ever since video games came in the global market. Moreover, Internet provides a plethora of online and offline games which help the gamers to vent out their feelings and extend resources through communication which is essential for a healthy development of emotional and psychological state. Though society often took gaming as a light hearted activity and often intended to reduce stress and boredom has recently taken a drastic shift, highlighting its negative outcomes on the users. To add on to this, the formal declaration of Internet gaming as a mental health disorder by the World Health Organization (WHO) 2018 has brought relentless researches focusing on the detrimental impact of Internet games on the users. Moreover, this inclusion has had a great influence on the scientific researches. This paper attempts to explore the impact of Internet Gaming Disorder (IGD) on adolescent gamers qualitatively using thematic analysis, and offers suggestion for combating issues pertaining to Internet games on its users.
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8

Zhang, Xiaochun. "Censorship and Digital Games Localisation in China." Censorial Forces at Play: Past and Present 57, no. 2 (2013): 338–50. http://dx.doi.org/10.7202/1013949ar.

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Censorship and translation is a topic that has received substantial attention in academic circles in recent years. Although much of the research has focused on the interrelationship between these two areas, censorship systems and their influence on audiovisual translation, especially digital games localisation, has not been fully examined within the scope of translation studies. This article aims to fill that gap by investigating censorial operations on digital games against the socio-cultural background of Mainland China. It will provide an overview of the Chinese censorship system, with a particular focus on the censoring authorities, their reviewing procedures and methods, including the regulations and standards on game content. It questions the extent to which censorship influences games localisation in practice and concludes that game localisers tend to perform stringent self-censorship when the censorship system itself lacks transparency.
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9

Banerjee, Payal, and L. H. M. Ling. "Hypermasculine War Games: Triangulating US-India-China." Sicherheit & Frieden 28, no. 1 (2010): 1–6. http://dx.doi.org/10.5771/0175-274x-2010-1-1.

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10

Gao, Qiang, Zhonghu Yuan, Xinhe Xu, Lina Hao, and Ruimin Cao. "Rapid development of computer games in China." ICGA Journal 40, no. 4 (2019): 353–62. http://dx.doi.org/10.3233/icg-190084.

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