Esports Business and Cyberbullying

2022 ◽  
pp. 94-115
Author(s):  
Volkan Polat ◽  
Şeref Şenbiçer

Esports are the form of organized, multiplayer video game competitions and an area that develops and attracts attention day by day. However, cyberbullying, briefly defined as a user deliberately and repeatedly doing acts of threat, humiliation, and fooling into another user in cyber environments, is seen as a danger for players and esports. This study is expected to contribute to the literature by dealing with the concepts of esports and cyberbullying and to shed light on both academicians and practitioners about cyberbullying behaviors, types, potential risks, and precautions in esports business. Esports can make a significant contribution to promoting digital citizenship skills, as it contributes to the development of community awareness of cyberbullying that is necessary not only for the players but also for the whole society and esports business.

2021 ◽  
Vol 13 (1) ◽  
pp. 41-60
Author(s):  
Viktor Glied ◽  
Péter Kacziba

Water scarcity is already causing serious challenges nowadays and devastating water-related processes will certainly continue for decades to come. The emerging water crisis requires new political arrangements, new technological solutions and the development of new water supply chains. Among the possible political-diplomatic answers, water trade may be a viable option, as water abundant countries could distribute resources by commercializing their water surplus. Water trade, however, faces serious obstacles. Dependence of different countries on states that have water surplus, political leverage and the possible opportunity when external powers could control the essentially important human needs are all examples of potential risks. These threats hinder the development of interstate water trade cooperation and orient countries struggling with water shortages towards domestic solutions. This study attempts to examine the practice of water scarcity and water diplomacy, while also applies the Turkish experience as a case study for demonstrating constraints of water trade. The paper will hopefully shed light on the threats posed by global and regional water scarcity and draw attention to the opportunities and limitations of water commercialization. The aim of our study is to outline the issues related to the distribution and trade of water, furthermore to present the problems of water as a product. Our research focuses primarily on Turkey, which has also become involved in water trade, but the story still ended in failure.


Author(s):  
Khawla Rasmi Al-Rashed

This study aimed to reveal the degree to which the Jordanian university students possess digital citizenship skills through the selected set of variables: (gender, type of the college, the university, the academic year- level).Using a descriptive analytical method, a (45) item questioner was developed divided into three categories. The first, digital responsibility skills. The second, digital skills and the third, digital safety skills. The sample consisted of (5200) students, who were randomly selected form (6) universities. Results indicated that the degree of possessing digital skills was high. Whereas possessing the digital safety and digital responsibility skills was moderate. The study indicated that there were no statistically significant differences at the level of significance (α = 0.05) between the mean responses of the respondents according to different variables (sex, college and school year), while it pointed out that there are differences according to variable difference (University) between the University of Jordan and Mu'tah University in favor of University of Jordan.


2016 ◽  
Vol 22 ◽  
Author(s):  
Jan Švelch ◽  
Tereza Krobová

In this article, we argue that fannish histories should not be dismissed as mere nostalgia over past experiences of one's own media fandom. Instead they should be understood as complex narratives which combine various historical layers (personal, productional, fictional) and influence the future reception of and anticipation for sequels. They also shed light on the personal histories of fans, which are often juxtaposed with extratextual and fictional histories of a video game series. The subjective nature of these historical discourses is not to be seen as a constraint but as a feature of everyday history which points to the prominence of historicizing in fan cultures of video game series. These topics are examined in the selected multimodal material from the site DeviantArt consisting of fan art pieces, authorial captions, and respective comments inspired by two single-player video game series: Tomb Raider and Mass Effect.


2022 ◽  
pp. 116-133
Author(s):  
Müge Bekman

This study shows that digital media increases internet addiction and FoMO due to the impact of digitalization. As digitalization expands day by day and becomes a platform that can be addressed in its needs such as socialization, people's dependence on the internet is also increasing. Currently, digitalization also uses digital citizenship and digital identity as auxiliary elements. Without digital citizenship and digital identity, the impact of digitalization will also decrease. Digital citizenship and digital identity separate people from the normal and physical world and involve them in the digital plane. In this process, internet addiction is exposed due to the need to socialize, and individuals become even more dependent for socializing reasons. FoMO, on the other hand, is another indicator that addiction is growing. FoMO is increasing digital needs as there is a fear of missing out on the processes that are happening. As a result, internet addiction and FoMO are directly proportional to the increase in digital citizenship and digital identity.


2019 ◽  
Vol 5 (2) ◽  
pp. 85-102
Author(s):  
Bonnie Ruberg ◽  
Amanda L. L. Cullen

Abstract The practice of live streaming video games is becoming increasingly popular worldwide (Taylor 2018). Live streaming represents more than entertainment; it is expanding the practice of turning play into work. Though it is commonly misconstrued as “just playing video games,” live streaming requires a great deal of behind-the-scenes labor, especially for women, who often face additional challenges as professionals within video game culture (AnyKey 2015). In this article, we shed light on one important aspect of the gendered work of video game live streaming: emotional labor. To do so, we present observations and insights drawn from our analysis of instructional videos created by women live streamers and posted to YouTube. These videos focus on “tips and tricks” for how aspiring streamers can become successful on Twitch. Building from these videos, we articulate the various forms that emotional labor takes for video game live streamers and the gendered implications of this labor. Within these videos, we identify key recurring topics, such as how streamers work to cultivate feelings in viewers, perform feelings, manage their own feelings, and use feelings to build personal brands and communities for their streams. Drawing from existing work on video games and labor, we move this scholarly conversation in important new directions by highlighting the role of emotional labor as a key facet of video game live streaming and insisting on the importance of attending to how the intersection of play and work is tied to identity.


2021 ◽  
pp. 1-6
Author(s):  
Irem Yanatma ◽  
Hulya Cenk

<b><i>Introduction:</i></b> Various skin findings due to coronavirus have been identified. There are a few case reports on nail findings after coronavirus (COVID-19) infection. We aimed to document the nail findings of the COVID-19 survivors and shed light on the interesting luminescence seen under the Wood’s light. <b><i>Methods:</i></b> One hundred and seventy-four patients diagnosed with COVID-19 infection in the last 100 days were grouped in terms of the agents used in the treatment. Fifty-seven volunteers without a history of infection were included. <b><i>Results:</i></b> Patients treated with favipiravir had a significantly higher positivity of luminescence (<i>p</i>: 0.0001). The most common nail findings in patients were splinter hemorrhage (13%), followed by leukonychia (12%) and longitudinal ridges (7.9%). <b><i>Discussion/Conclusions:</i></b> The luminescence may be seen due to the accumulation of favipiravir or its excipients (titanium dioxide and yellow ferric oxide) on the nails. Wood’s lamp examination of the plasma taken from a patient after favipiravir’s first dose revealed the same luminescence as we saw on the nails. Accordingly, this accumulation may be seen in the vital organs. Although our knowledge about the virus increases day by day, the potentially hazardous effects of the virus and long-term complications of the treatment options are still being investigated.


2020 ◽  
Vol 12 (1) ◽  
pp. 42-57
Author(s):  
Mithat Aydın ◽  
Türkan Çelik

Abstract The purpose of this study is to determine the efficacy of the digital literacy course taught to undergraduates with the cooperation of the Council of Higher Education (CHE) and Anadolu University on the ‘digital citizenship skills’ of social sciences teachers. In this context, 30 prospective social sciences teachers who received digital literacy training participated in the study, which employed criterion sampling, a purposive sampling technique. The study followed a pre-test and post-test uncontrolled quasi-experimental model. The digital literacy course process by distance learning covered eight weeks. At the beginning and the end of the digital literacy course, a ‘digital citizenship’ scale was applied to the prospective teachers. In research results, a significant positive difference was detected between the pre-test and post-test scores of prospective teachers obtained from the whole of the digital citizenship skills scale. Between pre-test and post-test scores of ‘digital communication’, ‘digital ethics’, and ‘critical thinking’ sub-dimensions of the digital citizenship scale, a significant difference was not detected. On the other hand, a positive significant difference was detected between scores from its digital skills, digital participation, digital rights and responsibilities, and digital commerce sub-dimensions. Similarly, between digital security points, which is another sub-dimension of the study, a significant difference was detected, though this difference was found to be negative. In this context, it is proposed that similar training should be made more common, more functional subjects in digital topics that teachers do not know should be the focus rather than those prospective teachers are expected to know, some changes regarding digital security must be implemented in institutions that teach the digital literacy course with distance learning and that these should enrich this subject further.


Author(s):  
Joan Lange

This chapter details a case study of a librarian and high school English teacher who collaborated on Shakespeare projects to improve students’ critical reading of sonnets and soliloquies. The literary analysis goal expanded as students developed media-rich products that reflected media literacy skills: performing advanced searches, locating research to inform image selection of primary sources, and evaluating images to communicate analysis of Shakespeare works. Students also modeled digital citizenship skills by respecting the copyright of images, and exploring contemporary images from creative commons sites. Following fair use guidelines, students created transformative works, adding value to and repurposing copyrighted materials. Text, images, and music were combined into a movie using the free digital software Animoto. The school librarian and teacher successfully collaborated, supporting goals of improving literacy and helping students to become 21st century learners.


Author(s):  
John P. McCarthy

It is important to offer students an esports program that maximizes participation by the large potential pool of gamers. Such inclusive programs include clubs, intramurals, and/or courses in addition to a varsity team that competes with other schools. The benefits of such programs include building skills in digital citizenship and global professional skills (GPS) such as collaboration, communication, problem solving, and creativity. Areas in social emotional learning (SEL) can be well served through esports programs as there are many students who build positive relationships with peers, adults, and with their academics as studies have shown. This chapter explores three areas regarding esports: building a sense of belonging in school culture, developing digital citizenship skills through esports, and focusing on esports programs not esports teams.


Radiocarbon ◽  
2012 ◽  
Vol 54 (01) ◽  
pp. 65-79 ◽  
Author(s):  
Carrie Hritz ◽  
Jennifer Pournelle ◽  
Jennifer Smith ◽  
Badir Albadran ◽  
Bushra Majeed Issa ◽  
...  

We present the results of accelerator mass spectrometry (AMS) radiocarbon dating of 11 samples collected from 4 locations in southern Iraq. As a result of the hiatus in fieldwork in that region since 1990, and the antiquity of the majority of archaeological excavations conducted there, the record of14C dates for southern Mesopotamia is patchy for all periods. This is especially true for the mid-Holocene, when the world's oldest and longest-sustained urban system first emerged there. The dates here reported not only make a significant contribution to available dates for this important region and period; they fill specific gaps in crucial geographic coverage, and shed light on the extent of marshland boundaries and the antiquity of settlement at key urban centers.


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