scholarly journals Breaking of onomastic stereotypes in online games of the telephone format (on the example of the game “Supreme Mandarin”)

Neophilology ◽  
2021 ◽  
pp. 412-424
Author(s):  
Marina Y. Belyaeva

The aim of the work is to identify the factors of national stereotypes destruction and onomastic formulas in online games of the telephone format (on the example of the game “Supreme Mandarin”). The relevance of the research lies in the fact that the analysis of the anthroponymy and ergonymy of online games allows us to judge the place of the national and international in the gaming space, and therefore in the minds of our contemporaries. We use structural and se-mantic methods of onomastics analysis, etymological analysis, and the psychological method of participatory observation. The scientific novelty consists in the collection of new linguistic materi-al (anthroponymy and ergonymy of the online game “Supreme Mandarin”) and its analysis from the standpoint of the proper names correspondence of the setting to the nationally oriented formulas for naming persons. We reveal that the programmed system of assigning game names, as well as the names of characters, supports and simultaneously destroys the authenticity of the game’s time and space. The setting is invaded by foreign or distorted ethnically oriented formulas for naming faces, parts of characters. The strengthening of breaking stereotypes “outerly” is due to the choice of gamers (in broad sense of the term) game names, ergonomics (alliance designation) without the intervention of the system. We determine that at the same time gender correlation is lost, stability and national authenticity of the personal name are eroded, and the fashionable ideas of communities dominate. Conclusions: analysis of anthroponyms and ergonomics of the game “Supreme Mandarin” shows violations of a number of nominative traditions: the ritual of naming and changing the name, ethnic onyms marking, gender identity. The violation of the authenticity of time and space reflects the mixed mass culture of the 21st century.

Author(s):  
Maria Burganova ◽  
Julia Smolenkova

Summary: The article is devoted to the analysis of the work of Alexander Burganov, an outstanding contemporary sculptor and graphic artist. The study of the categories of Space and Time on the example of his works is the main theme of the article. The author believes that Time and Space in Burganov’s work are unique categories and correspond to reality least of all; the author gives examples of specific works and convinces that Burganov has modeled a bright, recognizable, unique personal code with the help of sculptures, graphic works, texts, installations, and artistic gestures. Today, this is especially noticeable as the culture of the 21st century has sharpened and almost brought to a logical conclusion the awareness of artistic being, formed in the second half of the 20th century, and is now on the verge of new creative realities leading to conceptual discoveries in art. The author believes that the artist keenly captures the invisible waves emitted by the developing cultures and subcultures of the 21st century, in which a body devoid of naturalistic sensuality is coldly and symbolically akin to antique statues. The author pays great attention to the analysis of new materials in Burganov’s creative work, believing that the 21st century has brought great changes not only to the form but also to the substance of the bodies of statues and sculptural compositions. Marble is replaced with plastic, bronze coexists with gypsum, metal meshes surround voids and follow the movements of the wind. Paper on an iron frame is a rightful hero of this “Olympus”. It should be noted that there is no place for imitation. New material dictates its conditions for shaping and participates in the interpretation of a new image.Analyzing the contemporary space of culture, the author states that the experiences of European crises have brought into art restraint and minimalism, democracy and the idea of some kind of universal permissiveness in creating and judging art. However, the predominance of mass culture, which received a completely new face and opportunity owing to the virtual space spilled over reality, was the main marker of the culture of the early 21st century. Today, a mixture of styles and cultures, a combination of incongruous is a new reality introduced into our lives by virtual culture. The author emphasizes that it was this invisible space that Alexander Burganov could feel and has reflected in his work. This has made his works relevant and understandable to a new generation which almost does not feel the classics. The author concludes that Alexander Burganov’s work has become a kind of bridge connecting the worlds of classics and modernity, high and grassroots culture, myths and reality.


10.32698/0772 ◽  
2019 ◽  
Vol 2 (2) ◽  
pp. 113
Author(s):  
Eryzal Novrialdy ◽  
Herman Nirwana ◽  
Riska Ahmad

Adolescents are currently in the midst of technological sophistication, which is very helpful for its development. On the other hand, many adolescents are trapped in the problem of technology addiction. Adolescents are the most age group who experience problems with the use of technology, including online games. Online game addiction is the loss of control over the use of online games, which makes other daily activities are disrupted. Online game addiction in adolescents have an impact on several aspects of life, such as health aspects, psychological aspects, academic aspects, social aspects, and financial aspects. Lack of understanding about the risks of online game addiction can get adolescent stuck in online game addiction. This research aims to describe high school students understanding about the risks of online game addiction. The sample consisted of 255 high school students selected by proportional random sampling technique. Data was collected using a scale measuring understanding of the risks of online game addiction. Data analysis used a quantitative approach with descriptive methods. The results showed that high school students understanding about the risks of online game addiction was included in the moderate category with an average score of 198,48 and an achievement score level of 55,14%. Therefore, school counselors must to improve high school students understanding of the risks of online game addiction.


2020 ◽  
pp. 256-262
Author(s):  
N.V. Bubnova

The article suggests an approach to revelation anthroponymic markers of the integrated national cultural space, the creation and the preservation of which acquired especial significance in the 21st century due to the rapid globalization. Obviously, that proper names, which carry multifaceted historic and cultural information concerning people's life, constitute the major part of Russian cultural basis. Thus, the question arises, how to find these proper names in such a vocabulary diversity. Correspondingly, the exploration of proper names and theirs value on regional level using objective experimental data, can be considered as a “filtr” for the detection of such proper names. The experience of conducting such explorations of Smolensk's onomastic material is described in this article.


Kybernetes ◽  
2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Wei-Lun Chang ◽  
Li-Ming Chen ◽  
Yen-Hao Hsieh

PurposeThis research examined the social interactions of online game players based on the proposed motivation model in order to understand the transitions of motivation of online game. The authors also separated samples into four categories to compare the difference of different type of online game players.Design/methodology/approachThis study proposed a motivation model for online game player based on existence–relatedness–growth theory. The authors also analyze the transitions of motivations via first-order and second-order Markov chain switching model to obtain the journey of online to offline socialization.FindingsTeamwork–socialization players preferred to make friends in their online gaming network to socialize. Competition–socialization players were mostly students who played games to compete and socialize and may share experience in online or offline activities. Teamwork–mechanics players purely derived pleasure from gaming and were not motivated by other factors in their gaming activities. Competition–mechanics players may already have friends with other gamers in real life.Research limitations/implicationsMore samples can be added to generate more generalizable findings and the proposed motivation model can be extended by other motivations related to online gaming behavior. The authors proposed a motivation model for online to offline socialization and separated online game players into four categories: teamwork–socialization, competition–socialization, teamwork–mechanics and competition–mechanics. The category of teamwork–socialization may contribute to online to offline socialization area. The category of competition–mechanics may add value to the area of traditional offline socialization. The categories of competition–socialization and teamwork–mechanics may help extant literature understand critical stimulus for online gaming behavior.Practical implicationsThe authors’ findings can help online gaming industry understand the motivation journey of players through transition. Different types of online games may have various online game player's journey that can assist companies in improving the quality of online games. Online game companies can also offer official community to players for further interaction and experience exchange or the platform for offline activities in the physical environment.Originality/valueThis research proposed a novel motivation model to examine online to offline socializing behavior for online game research. The motivations in model were interconnected via the support of literature. The authors also integrated motivations by Markov chain switching model to obtain the transitions of motivational status. It is also the first attempt to analyze first-order and second-order Markov chain switching model for analysis. The authors’ research examined the interconnected relationships among motivations in addition to the influential factors to online gaming behavior from previous research. The results may contribute to extend the understanding of online to offline socialization in online gaming literature.


PERSPEKTIF ◽  
2019 ◽  
Vol 7 (1) ◽  
pp. 6
Author(s):  
Devita Rani ◽  
Effiati Juliana Hasibuan ◽  
Rehia K. Isabela Barus

<h1>Mobile   Legends   Online   Games:   Bang   Bang   is   one   manifestation   of   technological development in new media. The purpose of this study was to find out how the positive and negative impact of playing Mobile Legends: Bang Bang online games to FISIP UMA students who play games. The theory used in this study is communication, new media, positive and negative online games. The method used is a qualitative method. Where the informants fifth in FISIP UMA students. Data collection techniques are carried out by means of participatory observation, in-depth interviews and documentary evidence. The result of the study show that the impact of playing Mobile Legends is influenced by the attitude of the players, indifferent to the social environment, wasteful in terms of time and economy, can get new friends in cyberspace from other countries so as not to limit interaction, add insight and experience about technology.</h1><h1><strong> </strong></h1><h1> </h1>


2018 ◽  
Vol 2 (2) ◽  
pp. 72
Author(s):  
Nindar Oktavian ◽  
Saiful Nurhidayat ◽  
Ririn Nasriati

Abstract Background: As the rapid development of Internet technology, online games are also experiencing development. Online Game presents a more varied challenge compared to offline games, this makes the players feel at home and play long enough. Online game is seductive which means it can cause addiction, Addictive online game is marked by how far someone play excessive game so that can interfere its life everyday.Method: Design of research using Cross Sectional with a population of 78, a sample of 45 respondents using purposive sampling technique. Data collection using questionnaires with data processing using Chi Square test.Result: From the result of research from total 45 respondent 24 (53,3%) respondent playing game excessively, and 21 (47,7%) not excessive. And 24 (53.3%) respondents experienced addiction. Statistical analysis showed significant result with p-value 0,002 <0,05. Then H1 accepted which means there is influence between the duration of playing online games towards online game addiction.Conclusion: Playing games with a long duration is one of the factors causing online game addiction among teenagers. So there needs to be self-control of online game play behavior.Keywords:Game Online, Addiction, Teenagers Abstrak Latar Belakang: Seiring pesatnya perkembangan teknologi internet, game online juga mengalami perkembangan. Game online. Game Online menyajikan tantangan yang lebih bervariasi dibandingkan dengan game offline, hal ini membuat para pemain betah dan bermain cukup lama. Game online bersifat seduktif yang berarti dapat menyebabkan kecanduan, Kecanduan game online ditandai oleh sejauhmana seseorang bermain game secara berlebihan sehingga dapat mengganggu kehidupannya sehari-hari.Metode:Desain penelitian menggunakan Cross Sectional dengan jumlah populasi 78, sampel 45 responden dengan menggunakan teknik purposive sampling. Pengumpulan data menggunakan kuesioner dengan pengolahan data menggunakan uji chi square.           Hasil: Dari hasil penelitian didapatkan dari total 45 responden 24 (53,3%) responden bermain game secara berlebihan, dan 21 (47,7%) tidak berlebihan. Dan 24 (53,3%) responden mengalami adiksi. Analisis statistika menunjukkan hasil yang signifikan dengan p-value 0,002 < 0,05. Maka H1 diterima yang artinya ada pengaruh antara durasi bermain game online terhadap adiksi game online.Kesimpulan: Bermain game dengan durasi waktu yang cukup lama menjadi salah satu faktor penyebab adiksi game online di kalangan remaja. Sehingga perlu adanya kontrol diri terhadap perilaku bermain game online.Kata kunci: Game Online, Adiksi, Remaja


2021 ◽  
Author(s):  
Yifan Jiao ◽  
Christopher S. Tang ◽  
Jingqi Wang

The market for online games is huge, but research on the economics of online game operations remains nascent. In this paper, we focus on “free-to-play” online games in which a game provider offers players an option to purchase game-specific virtual goods (items) for improving their winning chances before the game begins. Because selling virtual items is the main revenue stream in free-to-play games, it is important for game providers to find ways to entice players to purchase virtual items. We observe that some game providers disclose the opponent’s skill level before the game begins by using a “transparent selling” mechanism to sell virtual items, whereas others conceal this information from the players. This observation motivates us to examine whether and when game providers should adopt transparent selling. By analyzing a game-theoretical model that involves one game provider and two competitive players, we obtain the following results. First, when the price of the virtual goods is endogenously determined by the game provider, we find that transparent selling is not effective: it is optimal for the provider to adopt “opaque selling” by concealing the opponent’s skill level information from players. However, opaque selling hurts the player’s welfare. Second, when the selling price is exogenously given, transparent selling dominates opaque selling when the given price is high. Our results identify the conditions under which transparent selling dominates opaque selling.


Author(s):  
Ricardo Javier Rademacher Mena

The last 10 years have seen explosive growth in the fields of online gaming. The largest of these games are undoubtedly the Massively Multiplayer Online Games (MMOG), such as World of Warcraft or City of Heroes, which attract millions of users throughout the world every day. The last 20 years have also seen the growth of a new field of physics known as Physics Education Research (PER). This field consists of physicists dedicated to improving how we learn and teach the subject of physics. In this chapter, the author discusses his personal quest to combine PER with a MMOG and create an online virtual world dedicated to teaching Newtonian physics.


Gamification ◽  
2015 ◽  
pp. 930-955
Author(s):  
Ricardo Javier Rademacher Mena

The last 10 years have seen explosive growth in the fields of online gaming. The largest of these games are undoubtedly the Massively Multiplayer Online Games (MMOG), such as World of Warcraft or City of Heroes, which attract millions of users throughout the world every day. The last 20 years have also seen the growth of a new field of physics known as Physics Education Research (PER). This field consists of physicists dedicated to improving how we learn and teach the subject of physics. In this chapter, the author discusses his personal quest to combine PER with a MMOG and create an online virtual world dedicated to teaching Newtonian physics.


Author(s):  
Fan-Chen Tseng ◽  
Ching-I Teng

Most extant research focused on the attractiveness of online games, but paid scant attention to the sources of customer dissatisfaction with online games. Thus, this study investigates the sources of customer dissatisfaction (dissatisfiers) with online games. From an online survey, this study identified five factors as the sources of customer dissatisfaction: (1) the deceptive behavior of other online gamers, (2) the discourteous behavior of other online gamers, (3) the unattractive design of online games, (4) the ineffective customer support of online game service providers, and (5) the undesirable restrictions or regulations imposed by online game service providers. Findings in this study highlighted the fact that the anonymous and intensive interactions among online customers themselves can result in customer-originated dissatisfiers such as deceptive behavior and discourteous behavior. This study also reminded online service providers of company-originated dissatisfiers such as ineffective customer support and improper constraints.


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