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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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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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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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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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11

Lu, Yan. "The Development of Paralympic Games in China." Juntendo Medical Journal 64, Suppl.1 (2018): 17–21. http://dx.doi.org/10.14789/jmj.2018.64.jmj18-sl05.

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12

Wang, Jun, Xiaming Hu, and Jinglei Xi. "Guessing games in pharmacological teaching in China." Medical Education 45, no. 11 (2011): 1141–42. http://dx.doi.org/10.1111/j.1365-2923.2011.04113.x.

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13

Cantwell, John D. "Cardiovascular Disease and Olympic Games in China." American Journal of Cardiology 101, no. 4 (2008): 542–43. http://dx.doi.org/10.1016/j.amjcard.2007.09.105.

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14

Chen, Juan, Shuxia Yang, and Bing Mei. "Towards the Sustainable Development of Digital Educational Games for Primary School Students in China." Sustainability 13, no. 14 (2021): 7919. http://dx.doi.org/10.3390/su13147919.

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Despite considerable discussion on the benefits of digital educational games, empirical research on their effectiveness in primary schools in China is limited. This case study aimed to promote the sustainable development of digital educational games in primary schools in China by examining the effect of digital educational games on primary school students’ vocabulary acquisition and ascertaining their perceptions and attitudes toward this approach. Given the purposes of this study, an embedded mixed methods research design was employed. Two Grade 4 classes at a Chinese primary school were recruited in this study. During the quasi-experiment, the experimental class (n = 50) was provided with educational game software, Quizlet, while the control class (n = 50) was taught through a traditional teaching method. The results show that integrating educational games into language education in the primary schools was effective in improving students’ vocabulary acquisition. This study makes a case for further research of digital educational games in language classrooms at a primary level in China. Implications are made regarding the future sustainable implementation of digital educational games in primary schools in China.
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15

Gibson, Heather J., Christine Xueqing Qi, and James J. Zhang. "Destination Image and Intent to Visit China and the 2008 Beijing Olympic Games." Journal of Sport Management 22, no. 4 (2008): 427–50. http://dx.doi.org/10.1123/jsm.22.4.427.

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Although there is growing awareness of the relationship between hosting mega-sporting-events and destination image, there is little empirical evidence documenting what images people hold before an event. The purpose of this study was to investigate the images young Americans hold of China both as a tourist destination and as the host of the 2008 Olympic Games. Specifically, the relationships among destination image, travel intentions, and tourist characteristics were explored. A total of 350 college students were surveyed before the close of the Athens Olympic Games. Overall, the respondents perceived China and the Beijing Olympic Games positively. Destination image was significantly (p< .05) predictive of the intention to travel to China and the Olympic Games. Hierarchical regression analyses revealed that destination image partially mediated the relationship between past international travel experience and intention to travel. The theoretical and practical implications of these findings are discussed with a view to promoting China as a tourist destination and the host of the Olympic Games.
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16

Yoon, Ki-Chang, Hasisheng Xu, and Dal-Ho Lim. "The Intention to Play Online Games in China." Journal of Industrial Distribution & Business 9, no. 4 (2018): 63–72. http://dx.doi.org/10.13106/ijidb.2018.vol9.no4.63.

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17

Chew, Matthew M. "A Critical Cultural History of Online Games in China, 1995–2015." Games and Culture 14, no. 3 (2016): 195–215. http://dx.doi.org/10.1177/1555412016661457.

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This study critically assesses the Chinese online games industry through problematizing the creativity of Chinese games. I find that between 1995 and 2001, Chinese online games were mostly developed by amateurs, noncommercial, and considerably creative. Between 2002 and 2005, industrial growth allowed some room for local creativity despite commercialization and dominance of imported games. Current scholarly, business, and media discourses unfairly ignore creativity in these first two periods and yet praise the Chinese game industry’s commercial success since the late 2000s. I challenge these discourses by illustrating that between 2006 and early 2009, a new, ethically dubious, and uniquely Chinese business model emerged, became domestically dominant, and quietly and profoundly impacted on global online game design. From mid-2009 to 2015, there is ongoing corporatization based on the dubious Chinese business model on the one hand, and a reemphasis on creativity motivated by browser and mobile game formats on the other.
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18

Jiang, Qiaolei. "Off the Hook: Exploring Reasons for Quitting Playing Online Games in China." Social Behavior and Personality: an international journal 46, no. 12 (2018): 2097–112. http://dx.doi.org/10.2224/sbp.7103.

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China is now one of the biggest online game markets, and the games are seen as both an economic opportunity and a social threat, especially to the young. I investigated the nature of, reasons for, and influences of online game quitting in China with 176 participants selected using deviant case sampling. I examined the relationships between the attitudes of those who were quitting playing toward online games, their perception of media portrayal of online games, family pressure, peer influence, functional alternatives, self-esteem, loneliness, online game quitting, and satisfaction with life after quitting. Results showed that the more negatively the participants felt about online games, the more likely they were to quit, and perception of peers' negative attitude toward online gaming, perception of alternatives, and lower income were significant predictors of online game quitting. These findings could help policy makers rethink healthy gaming and antiaddiction strategies.
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19

Jinxia, Dong. "The Beijing Games, National Identity and Modernization in China." International Journal of the History of Sport 27, no. 16-18 (2010): 2798–820. http://dx.doi.org/10.1080/09523367.2010.508275.

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20

Milne, C. J., and M. T. M. Shaw. "Travelling to China for the Beijing 2008 Olympic Games." British Journal of Sports Medicine 42, no. 5 (2008): 321–26. http://dx.doi.org/10.1136/bjsm.2007.038794.

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21

Chen, Huan, and Eric Haley. "Product Placement in Social Games: Consumer Experiences in China." Journal of Advertising 43, no. 3 (2014): 286–95. http://dx.doi.org/10.1080/00913367.2013.858086.

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22

Chen, Li, Ruiyi Liu, Huan Zeng, et al. "Predicting the Time Spent Playing Computer and Mobile Games among Medical Undergraduate Students Using Interpersonal Relations and Social Cognitive Theory: A Cross-Sectional Survey in Chongqing, China." International Journal of Environmental Research and Public Health 15, no. 8 (2018): 1664. http://dx.doi.org/10.3390/ijerph15081664.

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Background: Computer and mobile games are widely used among undergraduate students worldwide, especially in China. Our objective was to predict the time spent playing computer and mobile games based on interpersonal relations and social cognitive theory constructs (i.e., expectation, self-efficacy, and self-control). Methods: The cross-sectional survey was conducted in two medical universities using a sample of 1557 undergraduate students recruited by cluster sampling. The five-point Likert questionnaire was jointly developed by researchers from Chongqing Medical University and Jackson State University. Results: Approximately 30% and 70% of the students played computer and mobile games, respectively. The daily times spent by participants on computer games were 25.61 ± 73.60 min (weekdays) and 49.96 ± 128.60 min (weekends), and 66.07 ± 154.65 min (weekdays) and 91.82 ± 172.94 min (weekends) on mobile games. Students with high scores of interpersonal relations but low scores of self-efficacy spent prolonged time playing computer games on weekdays and weekends (p < 0.05 for all). Students with low scores of expectation spent prolonged time playing computer games on weekdays (p < 0.05). Students with high scores of interpersonal relations but low scores of self-efficacy and self-control spent prolonged time playing mobile games on weekdays and weekends (p < 0.05 for all). Conclusions: The prevalence and duration of playing mobile games were higher than those of playing computer games among medical undergraduate students in Chongqing, China. This study determined the interpersonal relations, self-efficacy, self-control, and expectation of the students at the time of playing computer and mobile games. Future studies may consider studying the interaction among game-related behaviours, environments, and personality characteristics.
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23

Wu, Boyuan, and Kwan Andrizal. "Perceived value and willingness to consume in online mobile games." Social Behavior and Personality: an international journal 49, no. 5 (2021): 1–10. http://dx.doi.org/10.2224/sbp.10193.

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We investigated the relationship between perceived value of virtual goods and willingness to consume virtual goods in online mobile games, and examined the roles of gamers' intention to use virtual goods and extraversion in this relationship. We constructed a moderated mediation model to analyze data from 894 undergraduate students in China. Perceived value was positively correlated with willingness to consume, and intention to use played a mediating role in this relationship; further, the indirect effect of intention to use was moderated by extraversion, with a weaker effect occurring for lower extraversion. Thus, perceived value positively predicted intention to use, which increased willingness to consume, and extraversion enhanced the influence of perceived value on intention to use.
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24

Latham, Kevin. "Media, the Olympics and the Search for the “Real China”." China Quarterly 197 (March 2009): 25–43. http://dx.doi.org/10.1017/s0305741009000022.

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AbstractThe Beijing Olympics were about more than just sporting competition. They were about China and its role on the international stage. The Games were explicitly recognized for their role showcasing China's economic, technological, cultural, social and environmental achievements to the rest of the world. The Beijing Games were therefore inevitably going to lead to a process of contestation between competing representations, understandings and identifications of China, and a common motif of this process became the designation of what is or is not the “real China.” This article focuses on the notion of the “real China” and the debates and contestations surrounding it in Chinese and foreign media over the months running up to and during the Olympics. It will identify what these debates and contending claims about the “real China” may reveal for a broader understanding of the role of media in the country and our need to rethink our approaches to both.
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25

Li, Daoyuan. "Resilience Training of Preschool Children Based on Traditional Folk Games." Journal of Contemporary Educational Research 5, no. 8 (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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Xie, Rong, and Desheng Ding. "The Influence of Local Context on the Games in Teaching English to Young Learners (TEYL) in Tongren (China)." International Journal of Education 9, no. 2 (2017): 53. http://dx.doi.org/10.5296/ije.v9i2.10998.

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With the economic globalization, English has become an international language. The young learners of community have shown the upsurge of learning English. The numerous of teaching methods are used by teachers, such as: Grammar -translation Method, Task-based Language Teaching Method, Games and so on. But the traditional method can not match the Ministry of Education. Then one of the most prevailing method is games in Primary school. But due to the influence of local context. There are many troubles and difficulties when the games are used in the process of teaching situations. This study through the analysis of the literature review and classroom observation why do the games fit for young learners and how many factors impact the games technique in teaching English to young learners. Finally, the factors of existence were identified, such as place, economy, time, teacher’s belief and cognition and teacher’ English proficiency level or knowledge and assessment materials and so forth. And put forward some recommendations for the future’ English teaching.
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Cho, Eun-Ha. "Monetization of Smartphone Games in South Korea, Japan, and China." Journal of Korea Game Society 17, no. 2 (2017): 75–84. http://dx.doi.org/10.7583/jkgs.2017.17.2.75.

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28

Cha, Victor. "The Asian Games and Diplomacy in Asia: Korea–China–Russia." International Journal of the History of Sport 30, no. 10 (2013): 1176–87. http://dx.doi.org/10.1080/09523367.2013.782537.

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Xue, Hanhan, and Daniel S. Mason. "Stadium Games in Entrepreneurial Cities in China: A State Project." Journal of Global Sport Management 4, no. 2 (2019): 185–209. http://dx.doi.org/10.1080/24704067.2018.1531246.

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30

Nadeau, John, Norm O'Reilly, and Louise Heslop. "China's Olympic destination: tourist evaluations of China and the Games." International Journal of Culture, Tourism and Hospitality Research 5, no. 3 (2011): 235–46. http://dx.doi.org/10.1108/17506181111156934.

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31

Yan, L. "Olympic Games in China--a catalyst for smoke-free environments." Tobacco Control 17, no. 4 (2008): 217. http://dx.doi.org/10.1136/tc.2008.026526.

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Park, Kyoung Ho, and Liang Xu. "A historical investigation on the Chinese National Minority Sports Games and policy of traditional games in China." Korean Society For The Study Of Physical Education 25, no. 4 (2021): 257–68. http://dx.doi.org/10.15831/jksspe.2021.25.4.257.

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33

Huang, Jinyu, Zhaohao Zhong, Haoyuan Zhang, and Liping Li. "Cyberbullying in Social Media and Online Games among Chinese College Students and Its Associated Factors." International Journal of Environmental Research and Public Health 18, no. 9 (2021): 4819. http://dx.doi.org/10.3390/ijerph18094819.

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Cyberbullying can have a terrible impact on the physical and mental health of those involved. In severe cases, some of those involved develop anxiety, depression, and suicidal tendencies. However, few studies focus on cyberbullying among Chinese college students. We aimed to understand the incidence of cyberbullying in social media and online games and its associated factors among college students in China. A cross-sectional STAR questionnaire survey was conducted for college students from the end of June to the beginning of July 2019. Selected via the method of cluster random sampling, students graded 1–5 (college) from two colleges in Shantou were invited to participate in the survey. Information was collected regarding respondents’ socio-demographic information, cyberbullying in social media and online games, self-esteem, anxiety symptoms, Internet addiction, etc. A binary logistic regression model was employed to use all significant variables tested using χ² test or t-test for estimating the effect of potential factors on cyberbullying among college students. Participants were 20.43 ± 1.513 (X ± SD) years old, and the age range was 15 to 25 years old. 64.32% college students reported that they had suffered from cyberbullying, and 25.98% reported bullying others online during the semester. Gender, anxiety symptoms, Internet addiction, game time, and violent elements in games were associated with cyberbullying in social media and online games among college students in China. In conclusion, cyberbullying in social media and online games is prevalent among college students in China. The above data provided insights that targeted and effective measures should be taken to prevent college students from cyberbullying.
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Arnason, Lara. "New Media, New Research Methods: Current Approaches to Research in the Virtual World." Media International Australia 138, no. 1 (2011): 98–111. http://dx.doi.org/10.1177/1329878x1113800112.

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Growing use of online games in China means that virtual worlds are becoming an important aspect of Chinese media studies. This transformation of the nature of Chinese media presents new challenges to academic research that traditional methodological approaches do not address. As the first step toward developing academically sound standards for the gathering of both qualitative and quantitative data within the virtual realm, this article explores new methodological challenges presented by the use of Massive Multiplayer Online Games (MMOGs) as subjects of, or platforms for, research. The article begins with an exploration of general challenges and moves specifically to the context of China.
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Zhang, Long. "ANALYSIS OF ATHLETES’ RUNNING ABILITY DATA MINING ALGORITHM BASED ON THE DYNAMIC CHARACTERISTICS OF FOOTBALL PLAYERS." Revista Brasileira de Medicina do Esporte 27, spe2 (2021): 20–22. http://dx.doi.org/10.1590/1517-8692202127022021_0042.

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ABSTRACT In 2008, our country successfully held the Olympic Games, where China won the most gold medals. After these Olympic Games, China has also become a world sports power. Our country’s table tennis, diving, skating and other sports are also in the leading ranks in the world. In this study, according to the current training status of Chinese football players, we used data mining algorithm to analyze the unawareness of acceleration and speed of Chinese athletes in the running process. In this study, these indicators were quantified and analyzed, which has successfully promoted the training level of Chinese football players.
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Ma, Qingyu. "Numerical Games and Official's Achievements." Chinese Public Administration Review 1, no. 2 (2006): 149. http://dx.doi.org/10.22140/cpar.v1i2.106.

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This case study describes the conditions under which some local Chinese officials may use annual statistics work to overstate their achievements in order to earn praise and promotions.Dan Jiangjou, a county-level city in Hubei province o China, reported that the average income of its villagers steadily increase since 1996. For this the county officials were praised and rewarded time and again. But behind this achievenet lies the plot o stretching the veracity of the numbers.This paper examines weaknesses in the system that have permitted the officials to falsely report the statistics: Agricultural statistics data is not derived from an independent agency; the measure of economic growth in the countryside is too closely tied to the measure of the achievement of the government officals; and the present political system is one of excessive centralization, keeping the professional future of the local officials under the control of the more senior leaders, as opposed to the common people who have elected them. These three factors have worked together to create a numbers game in Dan Jiangkou City.
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McLeod, Christopher M., Haozhou Pu, and Joshua I. Newman. "Blue Skies Over Beijing: Olympics, Environments, and the People’s Republic of China." Sociology of Sport Journal 35, no. 1 (2018): 29–38. http://dx.doi.org/10.1123/ssj.2016-0149.

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During the 2008 Olympic Games, after years of environmental regulations, two months of short-term measures, and opportune weather, Beijing measured a record number of “blue sky days,” at the same time reassuring international athletes and journalists the air was safe for competition and Beijing residents. We use this case to understand how environmental objectives are achieved in sport. Using Bruno Latour’s object-oriented political ecology, we describe the events leading to, during, and after the Games. We argue environmental objectives are possible when environments are made public; this means environmental objects—such as skies and particulate matter—must be assembled and then articulated or, in other words, brought forward and made capable of speech.
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Lin, Zhongxuan, and Yupei Zhao. "Self-enterprising eSports: Meritocracy, precarity, and disposability of eSports players in China." International Journal of Cultural Studies 23, no. 4 (2020): 582–99. http://dx.doi.org/10.1177/1367877920903437.

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The emerging realm of eSports has become an inescapable part of overall sports and game culture. However, this study investigates eSports beyond sports and games, regarding it as a meta-change in the context of neoliberal Chinese society. In particular, this study focuses on the practices of Chinese eSports players to explore research questions of why and how eSports practitioners, especially professional players in China, have transformed themselves into new, self-enterprising subjects. Based on data collected from our fieldwork and interviews, this study demonstrates that Chinese eSports players pursue meritocracy, suffer from precarity, and face disposability in the future. The study finally proposes questions for sports ontologies and the challenges that eSports have created for the games empire.
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Liu, Yan. "Design and Implementation of the Solution of Venue Result System for the Comprehensive Games." Advanced Materials Research 926-930 (May 2014): 3782–85. http://dx.doi.org/10.4028/www.scientific.net/amr.926-930.3782.

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With more and more public attention and rapid development of computer and information technology, it is necessary for comprehensive games being equipped with information system. Venue Result System (VRS) is the core system in communication and information system of the Comprehensive games. In this paper, the existing problem and deficiencies in current information systems used in important games which are held in China or other countries are analyzed. According to the building and developing experience of information systems used in comprehensive games in many years into full consideration, the system is analyzed and designed by means of software engineering and then there are the overall technology framework of the system, different functional subsystems and the mechanism and flow of data interaction.
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Wan, Ming. "The Great Recession and China's Policy Toward Asian Regionalism." Asian Survey 50, no. 3 (2010): 520–38. http://dx.doi.org/10.1525/as.2010.50.3.520.

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The global recession has had seemingly conflicting impacts on China's policy toward Asian regionalism. But China has never viewed regionalism and globalism as mutually exclusive and has seen strategic value in pursuing both. A stronger China emerging from the crisis is playing both regional and global games with a stronger hand.
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41

Guangyu, Liu. "On New Media Art, Its Development and Achievement in China." Revista ICONO14 Revista científica de Comunicación y Tecnologías emergentes 12, no. 2 (2014): 168–80. http://dx.doi.org/10.7195/ri14.v12i2.718.

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This essay is aimed to introduce the development status of the new media art in China; the author gave its definition based on his own understanding and observation, which included various forms. Moreover, the developing environment of the new media art in the world is presented systematically in the essay. The author combed the art history and technology history which are closely connected with the birth of the new media art. China has achieved many accomplishments in new media art forms, such as the successful hosting of 2008 World Olympic Games and 2010 World expo. In the opening ceremony of 2008 World Olympic Games, interactive art, installation art and virtual space are in perfect use. Especially, “scroll” has combined all the above technological methods into display, which brought about stunning sensory impact to the audiences. After two years, Shanghai was the focus of the world, 242 countries and international organizations that have attended 2010 Shanghai World expo. The new media art forms are bloomed and flourished, China pavilion’s Qingming Riverside was endowed with new vitality via these new art media forms.
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Shaw, Marc T. M., Peter A. Leggat, and Sarah Borwein. "Travelling to China for the Beijing 2008 Olympic and Paralympic Games." Travel Medicine and Infectious Disease 5, no. 6 (2007): 365–73. http://dx.doi.org/10.1016/j.tmaid.2007.09.003.

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43

Li, Xiufang (Leah). "From Beijing to Rio: rebranding China via the modern Olympic Games." Journal of International Communication 23, no. 2 (2017): 252–71. http://dx.doi.org/10.1080/13216597.2017.1347101.

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44

Jayakar, Krishna P. "The United States‐China copyright dispute: A two‐level games analysis." Communication Law and Policy 2, no. 4 (1997): 527–61. http://dx.doi.org/10.1080/10811689709368636.

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45

PALMER, DAVID. "Beijing's Games: What the Olympics Mean to China by Susan Brownell." American Anthropologist 111, no. 4 (2009): 526–27. http://dx.doi.org/10.1111/j.1548-1433.2009.01161_3.x.

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46

Berkowitz, Pere, George Gjermano, Lee Gomez, and Gary Schafer. "Brand China: Using the 2008 Olympic Games to enhance China's image." Place Branding and Public Diplomacy 3, no. 2 (2007): 164–78. http://dx.doi.org/10.1057/palgrave.pb.6000059.

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47

Jia, Zhao, Borhannudin Bin Abdullah, Roxana Dev Omar Dev, and Shamsulariffin Bin Samsudin. "Influence of Football basic technical training on youth soccer players in Shanxi province, China." Cypriot Journal of Educational Sciences 16, no. 2 (2021): 777–88. http://dx.doi.org/10.18844/cjes.v16i2.5658.

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The aim of the study is to investigate the effect of fifteen-week basic soccer training and education by coaching youth soccer players who are under eight (U8) and under ten (U10) years old. This study has included 24 children (U8 and U10) who have participated in the physical fitness sessions of football at school. Twelve participants in the experimental group (EG) undertook intervention training in games. Twelve young players served as a control group (CG) undertook traditional training methods used in Dali Football Club. Experimental groups indicated greater improvements than control groups (P<0.05) at four tests of basic technical education of football. The results indicated that soccer education and training four times a week can improve the basic skills of football of U8 and U10 children. Study concluded that the training in games methods considered in this study might be suitable to design an effective coaching methods and training sessions aimed at the development of the fundamental skills in youth soccer players.
 
 Keywords: Soccer training; coaching, Games; effective coaching methods, Sports Education, Physical Education
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48

Merilampi, Sari, Antti Koivisto, Mirka Leino, et al. "Implementing Mobile Games into Care Services—Service Models for Finnish and Chinese Elderly Care." Information 10, no. 2 (2019): 55. http://dx.doi.org/10.3390/info10020055.

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The purpose of this paper was to create service models for cognitively stimulating mobile games and incorporate them into Finnish and Chinese elderly care. The implementation involved the use of two different mobile games as part of the everyday lives of older adults in care homes in Finland (3 months) and China (6 months). Although a large number of publications examine serious games in elderly care, there are rather few publications related to the practical implementation within the elderly care processes. In general, rehabilitation orientated games should incorporate entertainment (motivation) and relevant therapeutic content (rehabilitation) in order to be effective. Regardless of the game design, successful implementation of the games in elderly care is paramount to benefit the end user. In this paper, two mobile games were investigated as a case study. To investigate the therapeutic content of the games, the game outcomes (game scores and time stamps) were automatically recorded to facilitate analysis of the participant’s progress during the trial. To investigate motivation, user feedback was collected through observation of the game trials and by interviewing the nursing staff and the participants (test group). The gaming service implementation was designed in collaboration with the nursing staff and researchers, according to an experimentation-driven approach, in which the service model ideas were tested by the professionals before piloting. In both countries, the players and the nursing staff found the games showed potential as self-managed rehabilitation tools. Other significant effects of gameplay were enhanced recreation and self-managed activity level. Despite cultural differences, the gaming experience was amazingly similar and improvements in game scores were also observed during the trial in both countries. The biggest difference between the pilots was the implementation process, which led to the development of two different service models that are reported in this paper. In Finland, the games were embedded into the care practices and the nursing staff were responsible for the piloting. In China, the games were independent of the care process and an external service provider (the researcher) managed the piloting. The findings imply that service design in different cultures should be carefully considered when implementing new digital services.
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Wang, Guofeng. "A corpus-assisted critical discourse analysis of news reporting on China’s air pollution in the official Chinese English-language press." Discourse & Communication 12, no. 6 (2018): 645–62. http://dx.doi.org/10.1177/1750481318771431.

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This corpus-assisted critical discourse analysis of news reports on air pollution published from 2008 through 2015 by China Daily, China’s largest official English-language newspaper, reveals a significant attitudinal shift around the end of 2011 as regards public awareness of increasing air pollution levels in China and related public criticism. It also constructs a clear image of the increasing determination and resolve of the Chinese central government over the course of this 8-year period to take action to effectively reduce air pollution. This study highlights the submissive role played by the official Chinese press in their reporting on air pollution under the strict censorship system of the Communist Party of China (CPC), as well as the socio-political role that international sporting events such as the 2008 Beijing Olympic Games and the 2010 Guangzhou Asian Games played in raising both public and governmental awareness of environmental issues.
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50

Song, Charlie, Jianhua Zhang, and Stu Ryan. "Perceptions and Attitudes of University Students in Beijing Toward the International Media’s Coverage of the 2008 Olympic Games." International Journal of Sport Communication 3, no. 2 (2010): 207–25. http://dx.doi.org/10.1123/ijsc.3.2.207.

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This study assessed the perceptions and attitudes of university students in Beijing toward the international media’s coverage of the 2008 Olympics and of China during the Games. A total of 1,000 students were randomly surveyed immediately after the Games’ Closing Ceremony. Descriptive analysis of the data indicated that most survey respondents were pleased with the international media’s coverage of the Olympics and of China in general. One-way multivariate analysis of variance and Scheffé’s post hoc test results revealed that the respondents’ attitudes toward the international media’s coverage differed significantly among categories of the classified variables of age, class, academic major, and political preference. The study also found that a large portion of the respondents would be pleased to see the Chinese government permanently adopt a national policy to permit foreign media to report unrestrictedly in China after the Olympics, as the policy was implemented during the Olympics.
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