The People’s Republic of China has become the largest digital game software
market in the world. Yet, outside the Chinese game industry itself,
very little is known about the local development scene. In this chapter, we
approach Chinese regions’ game industry from both a historical and an
analytical perspective, particularly by examining how game developers in
the PRC, Taiwan, and Hong Kong came to learn game development through
copying, imitation, and gradually moving to innovation. The chapter aims
at explaining China’s game development history chronologically, starting
from the end of the 1980s when Nintendo’s products entered China and
pirated products overwhelmed the legally bound regular market until
the emergence of indie studios in the 2010s.
We have analyzed logs that which web pages are viewed by users. Information recommendation is one of hot research areas for users activities support. Although many of recommendation systems are eager to match a user's preference, if the user does not want that at that moment, it would be just a noise no matter how much match the preference matches user's preference over all. It is important to understand what the user really wants each of moment timely. Therefore, in this paper, we make use of the following two characteristics for inference user's temporal wish. First is to adapt the degree of user's each interest with time range evolution. Second, web browsing logs related to an activity has been temporarily reinforced. The preliminary result of an algorithm is introduced.
This is the overall report of DiGRA 2019 (August 6-10, 2019, Kyoto). Digital Games Research Association, the parent organization of DiGRA Japan, has held annual conference every year for several years. DiGRA 2019 was heldat Ritsumeikan University Kinugasa Campus in Kyoto, as part of the Ritsumeikan Game Week, having" Play and the emerging Ludo-Mix" as its central theme. This is the first time in 12 years to be held in Japan, since DiGRA 2007 was held at the University of Tokyo.
The present article looks at the Mobile Suit Gundam franchise and the role of digital games from the conceptual framework of transmedia storytelling and its relation to the ludo mix. We offer a historical account of the role of digital games in the development of “the Mobile Suit Gundam” series from a portfolio perspective, and show how a combination of various types of game genres, or otherwise ‘ludo mix’, played a role in enhancing the franchise’s convergent and divergent strategies, which contributed to the success of the series. Our case can show some insight into the importance of adopting a macro-level portfolio approach when considering specific game design choices in the overall ludo mix within the franchise.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.