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Journal articles on the topic 'Genshi'

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1

Kim, Young Jin. "Theory of Sentient Being (Sattva) and Voluntarism in Taiken Kimura's On Primitive Buddhist Thought (Genshi bukkyō shisōron)." Korean Institute for Buddhist Studies 60 (February 28, 2024): 237–69. http://dx.doi.org/10.34275/kibs.2024.60.237.

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Taiken Kimura (木村泰賢) was a distinguished Buddhist scholar active during Japan's Taisho period. As a monk affiliated with the Japanese Soto Zen, he completed his education in the Department of Indian Philosophy at Tokyo Imperial University. Subsequently, he pursued further studies in Europe, including stints in England and Germany. During his European sojourn, he authored On Primitive Buddhist Thought (Genshi bukkyō shisōron), which was published in Japan in 1922. Within this publication, Kimura posited that both Primitive Buddhism and Mahayana Buddhism were underpinned by voluntarism. He under
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FILELIS-PAPADOPOULOS, CHRISTOS K., and GEORGE A. GRAVVANIS. "GENERIC APPROXIMATE SPARSE INVERSE MATRIX TECHNIQUES." International Journal of Computational Methods 11, no. 06 (2014): 1350084. http://dx.doi.org/10.1142/s0219876213500849.

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During the last decades explicit preconditioning methods have gained interest among the scientific community, due to their efficiency for solving large sparse linear systems in conjunction with Krylov subspace iterative methods. The effectiveness of explicit preconditioning schemes relies on the fact that they are close approximants to the inverse of the coefficient matrix. Herewith, we propose a Generic Approximate Sparse Inverse (GenASPI) matrix algorithm based on ILU(0) factorization. The proposed scheme applies to matrices of any structure or sparsity pattern unlike the previous dedicated
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Wang, Junmei, Wenqian Li, Sanjeev Kumar, et al. "Abstract 5947: Discovery of ACE-47228211, a highly potent and selective SOS1 inhibitor." Cancer Research 84, no. 6_Supplement (2024): 5947. http://dx.doi.org/10.1158/1538-7445.am2024-5947.

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Abstract Dysregulation of receptor tyrosine kinase (RTKs) and KRAS signaling is the most frequent causes of cancer development and progression. SOS1 is one of the major guanine nucleotide exchange factors (GEFs) that facilitates the conversion of the inactive GDP-bound KRAS “off” state to the activated GTP-bound KRAS “on” state. SOS1 is therefore required for dysregulated RTKs, and wildtype and mutant KRAS proteins to drive cancer cells. In addition, SOS1 plays a crucial role in modulating the reactivation of the RAS/MAPK signaling upon the treatment of RAS/MEK/ERK inhibitors. Thus, blocking S
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Kurniansyah, Daffa, Arifin Suryo Nugroho, and Ipong Jazimah. "Pengetahuan Sejarah Peradaban Dunia pada Game Genshin Impact." Proceedings Series on Social Sciences & Humanities 18 (September 23, 2024): 91–100. http://dx.doi.org/10.30595/pssh.v18i.1232.

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Penelitian dengan judul “Pengetahuan Sejarah Peradaban Dunia Pada Game Genshin Impact” memiliki tujuan untuk : (1) Mendeskripsikan Profil Game Genshin Impact, (2) Mengetahui Setting Sejarah Peradaban Dunia yang terdapat pada Game Genshin Impact, (3) Mengetahui Wawasan Historis dan Ahistoris yang terdapat pada Game Genshin Impact, (4) Mendeskripsikan Peran Game Genshin Impact dalam penguatan wawasan kesejarahan pada pemainnya. Metode penelitian yang digunakan dalam penelitian ini adalah pendekatan kualitatif dengan jenis studi dokumen, teknik pengumpulan data dengan menggunakan observasi, dokum
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Nathania, Gabriella Callista Firsty, and Fitri Aprilianty. "Effects Of Fan Activity And Views On Purchase Decision In The Genshin Impact Fanwork Market: a Literature Synthesis." Journal of Consumer Studies and Applied Marketing 1, no. 1 (2023): 21–27. http://dx.doi.org/10.58229/jcsam.v1i1.45.

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Since the beginning of the industry, role-playing games (RPGs) have been among the most widely played game categories. As one of the worldwide top-grossing role-playing games in 2022, Genshin Impact is currently the 4th most popular game In Indonesia. With this popularity, many commercialized Genshin Impact fanworks circulated daily in the fan community, more popularly known as fandom. However, not all fanworks are accepted in the fandom and are considered "problematic works." Therefore, this research aims to know what factors support the purchase decision of Genshin Impact fanworks in Indones
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Levchin, A. M., A. A. Lebedenko, I. B. Ershova, and A. G. Rogovtsova. "Dynamics of indicators of the functional state of the body and working capacity in young schoolchildren with different school success." Medical Herald of the South of Russia 14, no. 4 (2023): 114–21. http://dx.doi.org/10.21886/2219-8075-2023-14-4-114-121.

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Objective: to study the indicators of the functional state of the body and working capacity in the dynamics of learning in elementary school children with different school success.Materials and methods: the study included 573 elementary school students. Group I – 82 students with excellent academic performance Group II – 491 children with good academic performance. The vegetative index of Kerdo (VIC), the Rufier test, the Genchi test, and the adaptive index (AP) were determined by the method of F. Halberg. The mental performance of younger schoolchildren was studied using Schulte tables.Result
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kumar, sanjeev, junmei wang, wenqian li, et al. "Abstract 1961: Discovery of a highly potent and brain penetrant fourth generation EGFR tyrosine kinase inhibitor." Cancer Research 84, no. 6_Supplement (2024): 1961. http://dx.doi.org/10.1158/1538-7445.am2024-1961.

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Abstract Third generation EGFR tyrosine kinase inhibitors (TKIs) such as Osimertinib have emerged as first-line standard of care therapy to treat non-small cell lung cancer (NSCLC) patients with activating EGFR mutations (del19, L858R or T790M). However, within 12 to 18 months following treatment, 15-20% of the patients develop C797S mutation, which drives resistance to these drugs; with the progression of disease brain metastasis is observed in 40-70% of the EGFRm+ NSCLC patients. Here, we report a highly potent and brain penetrant fourth generation EGFR-TKI ACE-34237307, designed to overcome
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Yu, Kuo-Long, Hongbin Yuan, Sanjeev Kumar, et al. "Abstract 6881: Discovery of ACE-232: a novel and highly potent non-steroidal CYP11A1 inhibitor." Cancer Research 85, no. 8_Supplement_1 (2025): 6881. https://doi.org/10.1158/1538-7445.am2025-6881.

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Abstract CYP11A1 is the first and rate-limiting enzyme in steroid hormone biosynthesis, catalyzing the conversion of cholesterol to pregnenolone and isocaproic aldehyde. Inhibition of this enzyme blocks the entire steroid hormone biosynthesis pathway, including androgens and their precursors, which activate the androgen receptor (AR) and promote prostate cancer growth. Targeting CYP11A1 has led to therapies like ODM-208 (MK-5684), which shows antitumor activity in heavily pretreated mCRPC patients, especially those with AR ligand binding domain (LBD) mutations. Here we report the discovery of
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Rahma Nuriyah, Rizka, Aqila Thahira Sisfiamuhsha, Indira Marja Aulia, and Fahriany. "Students' Perception of The Genshin Impact Game in Their Vocabulary Mastery and 21st-Century Skills." Jurnal Onoma: Pendidikan, Bahasa, dan Sastra 10, no. 1 (2024): 970–76. http://dx.doi.org/10.30605/onoma.v10i1.3278.

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This paper presents students’ perception of the Genshin Impact game in their vocabulary mastery and 21st-century skills. The aim of the study was to describe how the Genshin Impact game contributes to 5th-semester students’ English vocabulary mastery in the English Education Major at the State Islamic University of Syarif Hidayatullah Jakarta and improves their 21st-century skills. Through a descriptive qualitative method, the study aimed to inform students that there are other alternatives to learning English vocabulary in a more interesting way, such as playing the Genshin Impact game. Based
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Xie, Hanbing. "Research on New Star of Anime Game Based on Genshin Impact's Success Factors and Potential Troubles." Advances in Economics, Management and Political Sciences 103, no. 1 (2024): 135–41. http://dx.doi.org/10.54254/2754-1169/103/20242379.

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Abstract: Genshin Impact is one of the most widely influential and profitable Chinese games to date. So far, its achievements include but are not limited to winning the "Sony PlayStation Partner Awards", and winning the "TGA Best Mobile Game" award in 2021 and 2022. The success of Genshin Impact is legendary, and it is also a milestone in Chinese games. Studying the success of it is of great significance to the development of the game industry. This article started with the previous research on Genshin Impact and other anime games, combined with the current background of the game industry, and
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Shu, Yuxiang. "Case Study of Video Game Marketing under the Context of New Media: Taking "Genshin Impact" as an Example." Communications in Humanities Research 5, no. 1 (2023): 335–42. http://dx.doi.org/10.54254/2753-7064/5/20230299.

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This paper takes the popular video game Genshin as a case study to analyze its online marketing strategy in the context of new media. Through case studies combined with the characteristics of the Internet+ era and new media, this paper mainly discusses the online marketing strategy of Genshin from three aspects. Firstly, this article analyzes the PEST background of the Chinese game industry and the SWOT background of the game, and secondly, this article explores the specific marketing methods of Genshin. Genshin has gained high popularity through game content marketing, user marketing, cultura
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Azizah, Indy Aulia, and Arie Rihardini Sundari. "Pengaruh Konformitas dan Regulasi Diri Terhadap Perilaku Impulsive Buying pada Pemain Genshin Impact." IKRA-ITH HUMANIORA : Jurnal Sosial dan Humaniora 9, no. 1 (2024): 83–92. http://dx.doi.org/10.37817/ikraith-humaniora.v9i1.4210.

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Penelitian ini bertujuan untuk mengetahui pengaruh konformitas dan regulasi diri terhadap perilakuimpulsive buying pada pemain Genshin Impact. Sampel penelitian berjumlah 368 orang pemainGenshin Impact, yang dipilih menggunakan teknik purposive sampling. Data dikumpulkan melaluiskala model likert yang dikonstruksi sendiri oleh penulis, mencakup skala konformitas, skalaregulasi diri, dan skala impulsive buying. Pengolahan data penelitian ini dilaksanakan melalui JASP0.18.3.0 for windows. Hasil analisis regresi berganda menunjukkan bahwa konformitas danimpulsive buying berpengaruh terhadap peril
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Widyawati, Nabila Ailsa. "Ungkapan Imperatif Terhadap Penggambaran Tokoh pada Game Genshin Impact." IZUMI 13, no. 2 (2025): 193–203. https://doi.org/10.14710/izumi.13.2.193-203.

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Genshin Impact is a game with a story and fighting theme, even so linguistic research with Genshin Impact as the source data is almost not found. When a character in Genshin Impact fights, the character utters an expression when launching a power that is divided into two with the names elemental skill and elemental burst. Researchers conducted this study to find out what types of imperative expressions are used by the characters in Genshin Impact and the relationship between these expressions and the portrayal of character characters. The approach used is a descriptive qualitative approach wit
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14

Ren, Ran. "Research on the Reasons for the Success of Genshin Impact." Communications in Humanities Research 5, no. 1 (2023): 285–89. http://dx.doi.org/10.54254/2753-7064/5/20230281.

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Genshin Impact has taken the gaming world by storm. Developed and published by miHoYo, this game has captured the attention of gamers worldwide with its stunning visuals, interesting storyline, and engaging gameplay. Genshin Impact is an open-world game that allows players to explore a vast world and interact with a variety of characters. The game also has very diverse mechanics, including combat, adventure, puzzle solving, character development, and more. Players need to constantly upgrade their character level, combat ability, and equipment level in order to better explore and complete quest
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Surya, Egar, Anang Muftiadi, and Arianis Chan. "PENGARUH CUSTOMER PERCEIVED VALUE TERHADAP REPURCHASE INTENTION DALAM GAME GENSHIN IMPACT." JURNAL LENTERA BISNIS 13, no. 2 (2024): 866. http://dx.doi.org/10.34127/jrlab.v13i2.1091.

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The present study seeks to examine the extent to which customer perceived value influences repurchase intention among consumers of in-game purchase products in the Genshin Impact game, with a case study conducted on members of the Genshin Impact Official Indonesia group. The research approach employed is quantitative, utilizing a descriptive verification method. The sampling technique involves non-probability sampling, specifically purposive sampling. Data were collected through questionnaires, observations, interviews, and literature studies. The data analysis was performed using simple linea
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Sudaryanto, Aris, Amsyar Raftan Oskash Ivaldy, Artiarini Kusuma Nurindiyani, and Mohamad Safrodin. "Pengujian UI / UX Game Genshin Impact Menggunakan Cognitive Walkthrough." Jurnal Teknologi Dan Sistem Informasi Bisnis 7, no. 2 (2025): 277–83. https://doi.org/10.47233/jteksis.v7i2.1925.

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Game sebagai media hiburan telah mengakar dalam masyarakat, bahkan saat ini game mulai bergeser menjadi salah satu alternatif media pembelajaran. Salah satu game yang pemainnya cukup banyak di Indonesia adalah Genshin Impact yang bergenre role-playing game (RPG). Genshin Impact adalah perpaduan antara permainan aksi dan RPG yang memadukan elemen open world. Genshin Impact memang memiliki grafis dan jalan cerita yang menarik, namun factor keberhasilan sebuah game tidak hanya terkait grafis dan jalan cerita, melainkan juga desain UI/UX yang baik. Perancangan user interface (UI) harus memperhitun
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Abdullah, Siti Noor Azilah, Nurain Noorjamri, Muhammad Aazeem Muhammad Pasupathy, Fasihah Raihani Abdul Rahman, and Rus Shafrena Sapee@Shafie. "Genshin Impact as a Language Learning Tool for ESL Learners’ Vocabulary Acquisition and Communication Skills in Malaysia." International Journal of Research and Innovation in Social Science IX, no. II (2025): 2206–15. https://doi.org/10.47772/ijriss.2025.9020176.

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This study investigated the effectiveness of a popular open-world action role-playing game, Genshin Impact, as a learning tool for enhancing English language proficiency among Malaysian tertiary students. The study employed a quantitative methodology where data were collected from 100 respondents from various Malaysian tertiary institutions. The research focused on evaluating the impact of Genshin Impact on two key aspects of language learning; vocabulary acquisition and communication skills. From the findings, it was found that there is a statistically significant improvement in English vocab
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Wei, Yi, Wenming Li, Zehui Li, et al. "Abstract 4525: Discovery of a highly potent and selective PARP1 inhibitor with superior PK and safety profiles." Cancer Research 84, no. 6_Supplement (2024): 4525. http://dx.doi.org/10.1158/1538-7445.am2024-4525.

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Abstract PARP inhibitors have been an effective treatment option for cancers deficient in homologous recombination repair, such as ovarian, breast, prostate, and pancreatic cancers, particularly those harboring BRCA mutations. However, their severe overlapping hematological and gastrointestinal toxicities have limited their clinical use, especially in the combination therapies with other anti-cancer agents. More recently, studies have shown that inhibiting PARP1 mainly drives anti-tumor activity while inhibiting PARP2 contributes to the hematological toxicity such as anemia due to its essentia
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Po, Michael, and Selfia Alke Mega. "Analisis Strategi Pemasaran Game Genshin Impact Pada Pasar Game Global Di Indonesia." Journal of Information System, Applied, Management, Accounting and Research 9, no. 2 (2025): 547. https://doi.org/10.52362/jisamar.v9i2.1604.

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The rapid development of the global gaming industry has prompted companies such as Hoyoverse to formulate effective strategies to enhance their competitiveness. This article analyzes Hoyoverse's corporate strategy in enhancing competitiveness in the global gaming market, focusing on the role of the game Genshin Impact. The review involves the background of the gaming industry, company profile, and key elements of Genshin Impact. The aim is to identify key factors that influence Hoyoverse's competitiveness and investigate the impact of Genshin Impact on the company's position in the global mark
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Arfani, Sabiq Ahsan, and Nita Kaniadewi. "The EFL Students’ Perceptions on the Use of Genshin Impact in Increasing Reading Skills." SALEE: Study of Applied Linguistics and English Education 6, no. 1 (2025): 55–69. https://doi.org/10.35961/salee.v6i1.1572.

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The rise of game-based learning in English language teaching signifies a shift towards more engaging and interactive methods. Genshin Impact is a game that can be used as an alternative media to improve students' English skills, specifically reading, through its interactive gameplay. The game's requirement to understand characters' dialogues is valuable for developing reading skills. This research investigates whether games, particularly Genshin Impact, can enhance students' reading skills by assessing how much this game positively impacts students' reading abilities. The qualitative method is
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SEVENTILOFA, I. GUSTI NGURAH OCTOVA. "HOW GENSHIN IMPACT ONLINE GAME IMPACTS PLAYER’S ENGLISH SKILL." GANEC SWARA 16, no. 1 (2022): 1411. http://dx.doi.org/10.35327/gara.v16i1.281.

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This study is qualitative research that aims to determine the effect of the game Genshin Impact on the English skills of the players. The ability referred to in this study is limited to the ability to write and read. Correspondents in this study were 20 players of the Genshin Impact game between the ages of 16 – 36 years consisting of 19 male players and 1 female player. The method of data collection was done by using a closed interview method. Then, the information collected will then be analyzed in depth and detail using a grounded theory approach to see the relationship between playing Gens
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Zhang, Haoqi. "Research on the International Communication Effect of “Genshin Impact” on YouTube From the Perspective of Interaction Ritual Chain Theory." Transactions on Social Science, Education and Humanities Research 13 (September 26, 2024): 155–61. http://dx.doi.org/10.62051/0d8esf45.

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Based on the interaction ritual chain theory, this study conducts in-depth research on the international communication of “Genshin Impact” on YouTube. In addition to analyzing the international communication of popular videos with “Genshin Impact” as the keyword on YouTube, this paper reveals the focus of the audience through word frequency statistics and figures out its communication mechanism from the perspective of interaction ritual chain theory. Finally, the paper summarizes the enlightenment of the successful international communication of “Genshin Impact” and provides profound thinking
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Yusof, Yusrin Bin, Antok Supriyanto, and Januar Wibowo. "The Influence of Free Trial Experience and Aesthetic Design on Buying Interest Genshin Impact Game Products." GREENOMIKA 5, no. 2 (2023): 145–53. http://dx.doi.org/10.55732/unu.gnk.2023.05.2.4.

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The research was carried out with the aim of analyzing the influence of free trial experience and aesthetic design on buying interest Genshin Impact game products in Surabaya. A quantitative approach is used to answer the research problem formulation. The research sample consisted of 95 respondents who used the Genshin game in Surabaya. The data analysis technique is carried out using partial least square analysis using the SmartPLs program. The research results show that free trial experience and aesthetic design have a significant positive effect on interest in purchasing Genshin game produc
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Allen, Norman. "The Unfolding Story: A Partnership to Uncover the Unique Potential of Every Child." Council Chronicle 25, no. 1 (2015): 26–28. http://dx.doi.org/10.58680/cc201527524.

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An interview with Anne Haas Dyson and Celia Genishi, this year’s recipients of the NCTE Outstanding Educator Award. Dyson and Genishi have long been advocates for a deeper, more individualized study of children’s behavior in the learning environment.
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Maylintang, Andien, Wahyu Utamidewi, and Rastri Kusumaningrum. "Kecanduan Game Online Terhadap Konsumsi Pembelian Virtual Goods." Da'watuna: Journal of Communication and Islamic Broadcasting 4, no. 2 (2023): 646–54. http://dx.doi.org/10.47467/dawatuna.v4i2.4724.

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Game online Genshin Impact yang baru rilis pada tahun 2021 telah berhasil mengantongi 46 miliar rupiah pada tahun rilis pertamanya. Genshin Impact adalah game yang berbasis undian atau gacha dimana pemainnya dapat membeli virtual goods atau item dalam game untuk memenuhi kebutuhan bermain. Kecanduan game online dapat memicu pemainnya untuk berperilaku konsumtif demi mendapatkan apa yang mereka mau. Misi dari penelitian ini adalah untuk mengungkapkan seberapa besar pengaruh kecanduan game online terhadap perilaku konsumtif, dengan menggunakan pengikut akun Twitter @babufess sebagai contoh para
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Yang, Mengyun. "The Way of Game PV Overcomes Cultural and Market Differences for Cross-Cultural Dissemination: Taking the Game PVs of Genshin Impact as Examples." Communications in Humanities Research 46, no. 1 (2024): None. http://dx.doi.org/10.54254/2753-7064/46/20242284.

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The globalization of video games requires the use of complex strategies to effectively cross cultural and market differences. This paper examines how the promotion video (PV) strategies of the globally successful game Genshin Impact, developed by miHoYo, achieve cross-cultural dissemination. By exploring the game PV of Genshin Impact, this study examines how storytelling, visual aesthetics and localized marketing approaches were adapted to cater to culturally diverse audiences. This essay also discusses the role of universal themes such as adventure and courage in bridging cultural gaps and fo
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-, Adella Kamala Sari, and Sri Haryati. "Akun Game Online Genshin Impact: Hak Kebendaan dan Legalitas sebagai Objek Jual Beli dalam Perspektif Hukum Positif Indonesia." Padjadjaran Law Review 11, no. 1 (2023): 40–52. http://dx.doi.org/10.56895/plr.v11i1.1259.

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Kemajuan teknologi membawa banyak perubahan terhadap aspek kehidupan manusia. Salah satunya dalam aspek pemenuhan kebutuhan manusia terhadap hiburan. Dengan adanya kemajuan teknologi yang semakin canggih, hiburan tidak lagi terbatas pada dunia nyata saja melainkan telah berkembang ke dunia maya atau dunia virtual. Salah satu hiburan yang tercipta karena adanya dunia maya adalah permainan berbasis internet atau dikenal sebagai game online (permainan daring). Salah satu game online yang kini sedang populer adalah Genshin Impact. Di tengah kepopulerannya, terdapat beberapa individu/perorangan ata
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Cahyanti, Laudita. "Perlindungan Hak Ekonomi Fan-Artist Atas Fan-Art dan Fan Merchandise Genshin Impact Sebagai Karya Derivatif dalam Hukum Hak Cipta." Jurnal Ilmu Hukum, Humaniora dan Politik 4, no. 5 (2024): 1148–57. https://doi.org/10.38035/jihhp.v4i5.2166.

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These days, with the rapid development of technology, there are many games that are created in various media, one of which is on smartphones. Genshin Impact, is one of the most popular game titles in smartphone media, which counts 64 million active players who are still playing this mobile online game. The number of active players in Genshin Impact has led various players to create fan-art and fan-merchandise related to Genshin Impact. The problem is that it is not uncommon for fan-art and fan-merchandise works that have been created by fan-artists to be reprinted by irresponsible people and s
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Ramadany, Ramadany, Muhammad Hasyim, and Sukma Sukma. "Roland Barthes’ Semiotics Analysis of Characters From Liyue in The Game Genshin Impact." Journal of Maobi 2, no. 1 (2024): 51. http://dx.doi.org/10.20961/maobi.v2i1.85101.

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<p>This research aims to find out about the semiotic elements in the characters in the game Genshin Impact as well as the meaning of the semiotic elements in the characters in the game Genshin Impact which have a relationship with culture in China which can be useful in general. The type of research used is qualitative research with descriptive analysis using Roland Barthes' semiotic theory. The techniques used to obtain the results of this research are exploring, searching, writing and collecting data. Based on the results of research and discussion, it shows that, firstly, in the game
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He, Qingyun, Xiaosi Li, and Xinhao Liu. "Nation and World: The Marketing Model of Internationalization of Local Brands –A case study of Genshin Impact." SHS Web of Conferences 185 (2024): 03006. http://dx.doi.org/10.1051/shsconf/202418503006.

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The research background of the paper is that the Genshin Impact has become very famous in recent years. The game made $4 billion in revenue in just two years after its launch. The game’s worldwide popularity has attracted a lot of attention. Thus, this paper wants to find out the producer uses which kind of methods to attract such many players and gain a large amount of profit. The paper uses a literature review and case analysis as research methods. By using these two methods to research, this paper finds that the producer of the game Genshin Impact uses lots of market strategies to attract p
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Lindfors, Judith. "A Conversation with Anne Haas Dyson and Celia Genishi, NCTE’s 2015 Outstanding Educators of the Year." Language Arts 93, no. 2 (2015): 147–53. http://dx.doi.org/10.58680/la201527560.

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Judith Lindfors interviews Anne Haas Dyson and Celia Genishi, the recipients of NCTE’s 2015 Outstanding Educators of the Year award. Dyson and Genishi discuss such things as the development of their literacy and education interests, the people whose work has contributed to their own, and their collaboration style for writing together.
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Clavijo, Milagro Martín. "L’umorismo sovversivo di Eva in paradiso." Zbornik radova Filozofskog fakulteta u Splitu, no. 13 (2020): 3–18. http://dx.doi.org/10.38003/zrffs.13.9.

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Franca Rame e Dario Fo hanno creato numerosi spettacoli imperniati sulla donna del mito, del passato e del presente, rimaneggiando in continuazione i tradizionali modelli femminili tramandati nel corso del tempo. Eva, classico modello che incorpora il l ruolo della donna nella società, appare di frequnte nel repertorio dei due autori-attori. Quest’articolo si basa sull’analisi di due spettacoli che vedono Eva protagonista assoluta di un’altra versione della creazione del mondo: Il diario di Eva e Adamo ed Eva e si sofferma in particolare sul momento della nominatio rerum. Con questi due testi
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Nomura, Tsunemichi. "Honen's Tribulations and Genchi." JOURNAL OF INDIAN AND BUDDHIST STUDIES (INDOGAKU BUKKYOGAKU KENKYU) 33, no. 2 (1985): 658–61. http://dx.doi.org/10.4259/ibk.33.658.

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Li, Wenqian, Bin Liu, Junmei Wang, et al. "Abstract 1968: Discovery of a highly potent and selective FGFR2 inhibitor for FGFR2-driven cancers." Cancer Research 84, no. 6_Supplement (2024): 1968. http://dx.doi.org/10.1158/1538-7445.am2024-1968.

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Abstract Fibroblast growth factor receptor 2 (FGFR2) is a clinically validated target and frequently altered in many solid tumors. The resulting oncogenic driver alterations often drive multiple solid tumors. Therefore, targeting FGFR2 has broad therapeutic potential. Currently, only pan-FGFR inhibitors are approved for FGFR2-driven intrahepatic cholangiocarcinoma, but not for other FGFR2-driven cancers. Due to the severe on-target toxicity associated with inhibition of FGFR1 and FGFR4, the use of the pan-FGFR inhibitors has been very limited. Thus, developing a selective FGFR2 inhibitor addre
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Timofeeva, Marta Nikolaevna, and Alina Artemovna Fedyurko. "Naming of characters in computer game discourse as a factor in the development of translingualism and transculturality in the world (based on the material of the game Genshin Impact)." Litera, no. 9 (September 2024): 142–52. http://dx.doi.org/10.25136/2409-8698.2024.9.71758.

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This article examines the influence of video games on the interpenetration of world languages and cultures. The object of the study is video game discourse. The subject is the naming of video game characters as an element of the development of translingualism and transculturalism in the world. The material of the study is an onymic of one of the most popular video games – Genshin Impact. The author examines such aspects of the topic as the emergence of key research concepts – translingualism and transculturality, video games as an artistic text, mechanisms for translating cultural values and l
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Reynaldo, Kevin, and Imam Salehudin. "Influence of Character Image to Word-of-Mouth Through Gamer Satisfaction of Impulse Spending in the Genshin Impact Mobile Game." Journal of Games, Game Art, and Gamification 9, no. 1 (2024): 1–10. http://dx.doi.org/10.21512/jggag.v9i1.10538.

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This research aims to understand the influence of character image (symbolic representation and self-image congruence) on impulse buying and satisfaction in word-of-mouth recommendations for the game Genshin Impact in Indonesia. Hence, the study explored the potential of character image by spreading online survey to gen Z Genshin Impact gamers in Indonesia. The hypotheses in this study were tested using Structural Equation Modelling (SEM) with Lisrel 8.8. The significant results of this study to show character image have positive influence between impulse buying, satisfaction, and word-of-mouth
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Ponkin, Igor Vladislavovich. "Conclusion on the computer game “Genshin Impact”." Voprosy kul'turologii (Issues of Cultural Studies), no. 3 (March 27, 2023): 226–35. http://dx.doi.org/10.33920/nik-01-2303-05.

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Subject of research: semantic content and orientation of the computer game "Genshin impact", features of its impact on the health and development of children (including their intellectual, moral, mental state and development) from the standpoint of their legal (including legal-psychological) and moral-ethical assessments.What impact does using the Genshin Impact computer game, playing it, have on the intellectual, moral, mental health and development of children? What exactly is this impact and manifests itself, what are its consequences? How do the distribution and advertising of the Genshin
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Clemente, Crisdeniele H., and Bryan R. Realgo. "Social Opportunities and Digitalized Communication of Genshin Impact Players." Integrated Journal for Research in Arts and Humanities 4, no. 2 (2024): 49–51. http://dx.doi.org/10.55544/ijrah.4.2.7.

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Genshin Impact (GI) became a global trend for online gaming culture in 2020. Many players greatly value it because of what it offers to their community. This study was conducted to understand the social interactions and communicative practices of Ilokano players of Genshin Impact. Guided by the concepts of the ethnomethodology tradition of qualitative communication research, 6 GI players participated in in-depth interviews and virtual immersion to document their narratives and practices on their social interactions and communicative practices. The theorizing evinced that social opportunities a
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Azizah, Nur, and Silih Warni. "The Effect Chat Feature on Genshin Impact Online Game on ESL Communication Skills." Edunesia: Jurnal Ilmiah Pendidikan 5, no. 1 (2023): 159–71. http://dx.doi.org/10.51276/edu.v5i1.641.

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Learning English is not only conducted at school but can be conducted through alternative media. These include watching English movies, listening to English songs, and playing online games. Online games do not merely have a negative impact, but they can also positively impact the user. Genshin Impact is an online game that is currently booming. Various features in Genshin Impact allow players to interact with other players by entering Co-Op mode. This research aims to discover whether students are motivated to improve their English communication skills through the chat feature in the online ga
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Arva Itqiya Dahlan and Rakhmaditya Dewi Noorrizki. "Perilaku Konsumtif dalam Komunitas Game Genshin Impact." Flourishing Journal 3, no. 12 (2023): 518–25. http://dx.doi.org/10.17977/um070v3i122023p518-525.

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Online games are increasingly popular among people, especially teenagers and adults, because of the various challenges they provide. Some online games can be played for free but have a top-up feature so players can buy characters or weapons in the game. This can then lead to a tendency towards consumer behavior in online game players, one of the online games being played is Genshin Impact. This research aims to find out the description of consumer behavior carried out in the Genshin Impact community and how the influence of this community on individuals carrying out consumptive behavior is des
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Kabanova, I. A., V. P. Chicherin, N. V. Terekhova, and L. V. Grebneva. "Effective means of physical education of students in self-isolation conditions." Physical Culture Sport Tourism Motor Recreation 8, no. 4 (2023): 39–46. http://dx.doi.org/10.47475/2500-0365-2023-8-4-39-46.

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The article considers the substantiation of the effectiveness of the distance learning format on the subject of physical culture on the basis of the positive impact of the means and methods of physical education used by students during the pandemic. For the scientific experiment of this study, various means of physical culture have been selected, aimed at exerting a positive effect on the functional systems of the body of students in conditions of self-isolation using modern digital technologies. The following methods were used: a questionnaire to determine the sources of stress, ways to adapt
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Wang, Xingwei. "Chinese Games and Cultural Dissemination: A Case Study of Genshin Impact." Communications in Humanities Research 8, no. 1 (2023): 19–30. http://dx.doi.org/10.54254/2753-7064/8/20230947.

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As a mainstream form of artistic expression in the digital age, games have a broad audience. Compared with books and films with aesthetic thresholds, games have higher acceptance and broader dissemination. It has the characteristics of widespread and high audience acceptance. It is an important way for a country to spread its culture to the world. By analyzing the development status of Chinas game industry, this paper takes Genshin Impact, the most successful overseas cultural communication game in China, as the research object and discusses how Genshin Impact integrates Chinese culture into t
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Nabil Aqib. "THE IMPACTS OF DIEGETIC STRATEGIES ON THE LOCALIZATION QUALITY OF GENSHIN IMPACTS' ACHIEVEMENT FEATURES." CrossOver 4, no. 1 (2024): 1–22. http://dx.doi.org/10.22515/crossover.v4i1.8898.

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The aim of this thesis is to find out how the strategy of achievement on Genshin Impact term is translated from English into Indonesian in video game. This research uses qualitative method to explore the objectives of the research. The researcher collected data through several steps which aims are: to find the translation strategy contained in the video game, to classify and analyze the types of translation strategy from Achievements on Genshin Impact based on Purnomo translation strategy in video games theory, then determine the most dominant type of translation strategy and describe the tran
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Muhammad Fadhli and Erik Setiawan. "Representasi Tokoh Muslim pada Game Genshin Impact." Bandung Conference Series: Communication Management 4, no. 2 (2024): 485–95. http://dx.doi.org/10.29313/bcscm.v4i2.13495.

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Abstract. With the development of the game industry, now games not only function as a means of entertainment, but also can convey information that has certain meanings in it, one of which is the game Genshin Impact. In the Genshin Impact game, there are two characters named Tighnari and Alhaitham who are taken from the names of Muslim figures, namely al-Tighnari and Ibn al-Haytham. Therefore, the focus of this research is to analyze how the representation of Muslim figures in the Genshin Impact game. The method used is descriptive qualitative research method, using Charles Sanders Peirce semio
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Jaya, Sava Irhab Atma, and Junta Zeniarja. "Sentiment Analysis of Genshin Impact on X: Mental Health Implications Using TF-IDF and Support Vector Machine." sinkron 8, no. 3 (2024): 1589–99. http://dx.doi.org/10.33395/sinkron.v8i3.13716.

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Genshin Impact are now an integral part of daily life for many, potentially influencing mental well-being. Sentiment analysis window into these emotional effects, especially given the varied findings on gaming's impact on mental health. Analyzing X responses Genshin Impact using Support Vector Machine crucial, given its effectiveness in sentiment analysis. This study aims to deepen our understanding game's psychological impact and support development mental health interventions for gamers. The SVM classification report shows promising precision: 0.68 for Negative, 0.63 for Neutral, and 0.72 fo
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TRUBNIKOVA, NADEZHDA N., and IGOR V. GORENKO. "CHOOSE YOUR PARADISE. THE LIFE AND DEATH OF MONK GENSHIN IN SETSUWA TALES." Study of Religion, no. 1 (2021): 64–81. http://dx.doi.org/10.22250/2072-8662.2021.1.64-81.

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Monk Genshin (942-1017) went down in the history of Japanese Buddhism not only as a teacher of the Tendai school, who for the first time substantiated the teaching of Buddha Amida and the Pure Land, as a compiler of interpretations of sutras, treatises, sermons and many other works, but also as a hero of setsuwa didactic tales. Stories about him appear in the collection of legends about the miracles of the Lotus Sutra in the middle of the 11th century, then in the book of stories about the rebirth in the Pure Land and in the Konjaku monogatari shū of the early 12th century. Then, in almost all
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Tang, Feiyu. "Research on the Application of Emotional Design in Character Shaping of Genshin Impact." Communications in Humanities Research 7, no. 1 (2023): 15–21. http://dx.doi.org/10.54254/2753-7064/7/20230729.

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Emotional Design is a useful tool to create emotional experience for the users in industrial design. However, this method is rarely used in character shaping in games. This essay uses emotional design as an angle to analyze the character shaping in Genshin Impact and concludes the successful strategies used by Genshin from three different aspects of emotional design: visceral, behavioral, and reflective. This research offers a new approach to character shaping in games and will help game designers create affable and successful character.
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Adriana Azhar Sularjo, Marcella Calisya Howard, Esther Ewitrawati, Natania Edelynn Fidelia Allen, Celine Christie, and Evan Raditya Pratomo6. "Dampak Penggambaran Region Sumeru dari Genshin Impact yang Kurang Mempresentasikan Budaya Timur Tengah pada Masyarakat." IKONIK : Jurnal Seni dan Desain 6, no. 02 (2024): 107–13. http://dx.doi.org/10.51804/ijsd.v6i02.16681.

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Desain yang tepat dan positif memiliki kemampuan untuk mencerminkan keindahan dan kebaikan suatu budaya, masyarakat, atau lingkungan. Ini dapat membantu masyarakat memperoleh pemahaman budaya, menghindari stereotip, dan mengembangkan konsep diri yang benar. Sebaliknya, representasi yang tidak akurat berpotensi untuk menciptakan cultural appropriation. Penelitian yang dilakukan dalam jurnal ini bertujuan untuk menyelidiki dampak penggambaran region Sumeru dalam game Genshin Impact terhadap persepsi penggunanya, terutama dalam penggambaran salah satu karakter Genshin Impact yang bernama “Tighnar
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Ke, Zhong. "Marketing of games--Take Genshin Impact for example." BCP Business & Management 38 (March 2, 2023): 2442–48. http://dx.doi.org/10.54691/bcpbm.v38i.4118.

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Genshin impact is an open-world game that was released in September 2020 and has attracted a lot of foreign fans in the months since its launch. It has been included in the list of national key cultural export projects and is a successful case of Chinese cultural export. This article focuses on the capabilities of Genshin Impact's operating company and why the game is so popular with gamers. A game and its company are not perfect, so this article will also mention the problems of game promotion, solutions and suggestions. Now Chinese culture is going to the world, more and more people like Chi
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Zhou, Yangkun. "The Integration of Two-dimensional Culture and Local Culture: A Case Study of the Global Sensation “Genshin Impact”." Transactions on Social Science, Education and Humanities Research 5 (April 1, 2024): 204–11. http://dx.doi.org/10.62051/w3kd0102.

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Genshin Impact stands out as a highly successful two-dimensional game, which effectively integrates two-dimensional culture with local cultural elements to create a unique charm within the game. This study focuses on Genshin Impact and utilizes communication science theories, particularly those related to localization. Additionally, it delves into the historical process of two-dimensional culture. By conducting a comprehensive analysis of the two-dimensional and local culture content presented within the game, this paper aims to explore the process of reinterpretation and integration of two-di
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