Bibliographies: 'Games, Chinese' – Grafiati (2025)

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Relevant bibliographies by topics / Games, Chinese

Contents

  1. Journal articles
  2. Dissertations / Theses
  3. Books
  4. Book chapters
  5. Conference papers
  6. Reports

Author: Grafiati

Published: 4 June 2021

Last updated: 2 March 2023

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Journal articles on the topic "Games, Chinese"

1

Wang, Ann-Lee. "Chinese Dominoes Games." Teaching Statistics 17, no.2 (June 1995): 70–73. http://dx.doi.org/10.1111/j.1467-9639.1995.tb00873.x.

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Ip, Barry, and Xianhui Che. "A Primer Survey of Chinese Mobile Games." Asiascape: Digital Asia 3, no.1-2 (January20, 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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Wu, Zhiwei, and Zhuojia Chen. "Localizing Chinese games for Southeast Asian markets." Journal of Internationalization and Localization 7, no.1-2 (December31, 2020): 49–68. http://dx.doi.org/10.1075/jial.20003.wu.

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Abstract This article explores how Chinese games are localized for Southeast Asia (SEA) markets. Based on the synthesized insights from practitioners and gamers, we identify gaps between localization in theory and in practice. The post-gold model is popular with Chinese game companies that usually do not consider localizing a game until it has attained domestic success. They tend to opt for full localization rather than “deep localization” (Bernal-Merino 2011) because adapting visuals and game mechanics is considered “icing on the cake”. Additionally, in our data, gamers seem to prefer foreignization over domestication, while practitioners combine both strategies to create a defamiliarizing gaming experience. Finally, the language diversity in SEA and the lingua franca status of English call for a nuanced understanding of locale. Hence, we suggest to differentiate three types of locales (presumed, practiced, and preferred) as a possible analytical framework to further theorize game localization from multiple perspectives of stakeholders.

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Sergent,WallaceK., Tao-Chung Yao, and Scott McGinnis. "Let's Play Games in Chinese." Modern Language Journal 73, no.4 (1989): 495. http://dx.doi.org/10.2307/326897.

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Liu, Yan, G.ScottOwen, and Rajshekhar Sunderraman. "Computer games improve learning Chinese." Asian International Journal of Social Sciences 14, no.2 (April1, 2014): 24–34. http://dx.doi.org/10.29139/aijss.20140202.

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Wan, Yao, and Thawascha Dechsubha. "A Survey of Traditional Chinese Drinking Games." Technium Social Sciences Journal 31 (May9, 2022): 728–41. http://dx.doi.org/10.47577/tssj.v31i1.6274.

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China has a long history of wine-brewing. Traditional Chinese drinking games are a unique and mysterious part of the Chinese drinking culture. In this paper, we deal with the development of Chinese wine first, and then we take big events as reference to uncover the history of the traditional Chinese drinking games chronologically. After introducing the representative drinking games from each dynasty, it could help people understand the general development of the traditional Chinese drinking games. The results show: (1) the Chinese wine-brewing origins from the saccharomycetes, matures in Tang and Song Dynasties, and popularizes in Yuan, Ming, and Qing Dynasties. (2) The first traditional Chinese drinking game is pitch-pot, and it emerges in the later of Spring and Autumn Period. Its system grows mature in the Tang Dynasty. The Qing Dynasty is a united period for the collection of traditional Chinese drinking games.

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Huang, Shih-Chieh. "THE 2ND CHINESE COMPUTER-GAMES CHAMPIONSHIP." ICGA Journal 30, no.4 (December1, 2007): 233–34. http://dx.doi.org/10.3233/icg-2007-30410.

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Wang, Jiao, Jiangshan Wang, and Xin-He Xu. "The 6th Chinese Computer-Games Championship." ICGA Journal 35, no.3 (September1, 2012): 185–87. http://dx.doi.org/10.3233/icg-2012-35308.

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Li, Bo, Sarah Stokowski, StephenW.Dittmore, and OlanK.M.Scott. "How Mediated Sporting Events Constitute Nationalism: Chinese Newspapers Covering the 2014 Incheon Asian Games." International Journal of Sport Communication 9, no.1 (March 2016): 79–96. http://dx.doi.org/10.1123/ijsc.2015-0104.

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Informed by framing theory, the study strove to investigate nationalism by examining Chinese newspaper coverage of the 2014 Incheon Asian Games. Through document and textual analysis of 324 articles from 5 mainstream newspapers, the study indicated that Chinese newspapers always portrayed Chinese athletes as “dominating the competition” and “lacking opponents in Asia” while portraying other countries’ athletes as “less competitive” and not at the “level of Chinese athletes.” The results also suggested that Chinese newspapers tried to positively spin the story when reporting the failure of Chinese athletes at the Asian Games. However, to increase readership and enhance public awareness of the Asian Games,Chinese newspapers also attempted to created rivalries between Chinese athletes and competing nations and, at times, emphasized national failures.

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Maksimova, Angelina. "A Systematic Review of Research on the use and Impact of Technology for Learning Chinese." International Journal on Cybernetics & Informatics 11, no.4 (August27, 2022): 67–78. http://dx.doi.org/10.5121/ijci.2022.110405.

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In light of technological development enforced by the Covid-19 pandemic, learning Chinese has become more digitalised. Confucius institutes went online and now follow 2021 to 2025 Action Plans for the Construction of Teaching Resources for International Chinese Education and International Chinese Online Education. New ways of learning Chinese emerged, such as educational games and intelligent tutoring systems (ITS), some of them based on artificial intelligence. The aim of this systematic review is to examine recent (from 2017 to 2022) research published in ScienceDirect and Scopus databases on the use and impact of educational games and ITS in Chinese language learning. A total of 29 selected studies were analysed. Based on the overall findings, games and ITS are effective tools for Chinese learning, that impact students’ motivation, self-efficacy progress, and learning satisfaction. However, more in-depth research should explore how games and ITS can best be implemented to teach Chinese to foreigners.

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Dissertations / Theses on the topic "Games, Chinese"

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Yue, Wen Zhao. "Key Success Factors behind Mobile Games : A Business Model for the Chinese mobile game market." Thesis, Högskolan i Halmstad, Akademin för ekonomi, teknik och naturvetenskap, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-29543.

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The research question is formulated as “what are the key success factors making a mobile game become a big success in China? ” to view the key success factors behind new launched mobile games and how company’s business model and marketing strategy that bring them into and help them succeed in the China market. A qualitative method with the deductive approach has been using in this paper to be able to answer and interpret the studied questions. Four in-depth interviews were conducted to collect the primary data, which have been following as the purpose is to do a cross-case analysis to identify the similarities and difference of each company behave their business model and marketing strategy, to contribute game success in China market. The main factors contributing to the success of mobile game in China market including internally strategic factors and externally tactic factors. Technical skill and resource, R&D ability and market knowledge and experience as the internal key success factors behind mobile game success in China. The mobile game companies use localization, wide distribution channel collaboration and social integration to suit the market needs and requirements. From the results of the study have been identified to as to how is the business model for the China mobile game market. Through collaborating with abroad local distribution channel can increase their knowledge capacity of the local market to create a better value proposition. In China mobile game market, social integration and cross promotion can be seen as very important and through collaborating firms can work around these factors and create, capture and deliver better value to the customers.

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Yuan, Jingtao. "Chinese Newspaper Coverage of the Beijing Olympics Games: A Comparative Framing Study of Chinese Media." Thesis, University of Oregon, 2009. http://hdl.handle.net/1794/10190.

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viii, 89 p. A print copy of this thesis is available through the UO Libraries. Search the library catalog for the location and call number.
The Olympics games are not only a sport but also a media event. In 2008, Chinahosted the Olympics Games for the first time. The coverage of the Beijing OlympicsGames in the Chinese media can reflect the characteristics of media and societaldevelopment in today's China. The study examines qualitatively the use of frames incoverage of the Beijing Olympics Games in 11 dailies and 2 weeklies in China. Fournew issue-specific frames are found in the Chinese newspapers. The use of theexisting six generic and five issue-specific frames are discussed in the Chinesecontext. The study finds that the Chinese media get more freedom in some areas thatdo not have direct links with politics. In the areas related to politics, the government isstill controlling the media.
Committee in Charge:Patricia Curtin, Chair;John RussialH. Leslie Steeves

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Bankler, Jon Victor. "The Cultural Adaptation of Playful Learning : Aspects to consider when culturalizing a children’s educational game for the Chinese market." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17683.

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This study explores suitable applications of culturalization in the case of educational games for children, specifically in relation to the Chinese market. Culturalization, in the context of video games, are design choices and adjustments applied to a product in order to cater to the needs of different cultural environments. The characteristics of both this genre, and this target locale, determines to which aspects of the product culturalization should be applied. Using three commercial educational games as a basis for discussion, the research was conducted through a series of expert interviews with pedagogues, localizers and game researchers in China. By analyzing the data gathered through these interviews, a series of aspects to consider for culturalization was defined. These were: usage of cultural references; the branding of the product; educational utility in relation to the local school curriculum; choice of gamification design.

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Ma, Wei. "Does China need a game rating system? : a content analysis of violence in popular Chinese and American electronic games." Virtual Press, 2005. http://liblink.bsu.edu/uhtbin/catkey/1327293.

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Contemporary research on media violence has shown the importance of examining the violent presentation of American video games and the correlation between games and the current U.S. game rating system. However, not many studies in this field have been conducted in China, especially regarding the importance of its pending official game rating system which has caused much controversy nationwide. In an effort to seek academic evidence for developing China's official game rating system, this study examined and compared the violence in fourteen of the most popular American and Chinese electronic games in 2004.These fourteen Chinese games and American games were selected for content analysis of the quantity and context of game violent interactions. The percentage breakdown of PATs (violent interactions) was coded by rate per minute, as was perpetrator characteristic, target characteristic, weapon used and visual perspective.The goal of the study was to determine if the popular Chinese electronic games carry as much violence as do popular American games, and if the context of violence in the former is significantly different from that in the latter. The American games were used as a basis for comparison to Chinese games for this study.The results of the study showed that popular Chinese games featured as much violence as American games. However, their context of violence was significantly different in terms of perpetrator characteristic, weapon used and visual perspective.Based on the results, the researcher concluded that China would definitely need a game rating system. However, the significant difference in the context of violence suggested that the Chinese rating system does not necessarily have to be the same as the U.S. system.
Department of Telecommunications

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Ma, Qing. "Chinese media coverage of and public attitudes toward the 2008 Beijing Olympic Games." [Ames, Iowa : Iowa State University], 2007. http://libweb.cityu.edu.hk/cgi-bin/er/db/ddcdiss.pl?1443100.

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Nowalk,ThomasJ. "Framing Games: an Exploration Into the Speaking Activity of a Chinese-English Bilingual Child." Diss., Virginia Tech, 1999. http://hdl.handle.net/10919/27071.

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The study applies an ethnography of speaking to the study of a bilingual child, with the construct of a frame as the unit of analysis. The child was observed and tape recorded playing a commercial game in Chinese with her mother, and in English with her father. Both activity frames and conceptual frames were analyzed toward answering (1) what frames were performed during game play (2) how those frames differed between Chinese and English (3) what conceptual frames were produced in languages spoken and (4) how those conceptual frames differed between each language. In brief, the study applied an ethnographic perspective toward describing how the organization of activity and language compared between both languages, through the play of a single game. The study discovered that each parent enacted different roles with the daughter during the play of the game. Whereas the mother, who had previous experience with game, performed an expert-novice role during game play, the father with his lack of experience in playing the game, took a novice-expert stance with respect to the daughter. The activity frames and conceptual frames followed accordingly, with the games in Chinese dominated by frames featuring directing and reporting on the part of the mother. In contrast, the English games reported the daughter dominating talk with informing and reporting functions of frames. Of the conceptual frames, Chinese presented game objects and events as changes of state; objects were evaluated according to notions of permission and convention. Conversely, English conceptualized objects as independent things existing with attributes, and events as discrete objects with defined spans of time. The study discovered a tight relationship between utterance, its function, and its frame for embedding topic-relationships. This relationship hints at dual activity-conceptual systems among bilingual children, warranting further attention by educators to integrate three dimensions into language classroom instruction: grammar form, speech function, and conceptual contents. As this study demonstrates, bilingual children do much more than talk in two languages.
Ph. D.

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Wu, Zihui. "The Transmediation of Journey to the West into a board Game." Digital WPI, 2016. https://digitalcommons.wpi.edu/etd-theses/457.

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China is a cultural and economic giant in today’s world, but has been somehow misunderstood in the past decades . With more and more educational and economic communication between China and the western world, more non-Chinese people find a need to know China. This project has created a board game based on Journey to the West, a 2000-page novel which is one of the four great classical novels in China. The project seeks to transmit some of the cultural aspects of China, stimulate people’s interest in China through simple gameplay. The ultimate goal of this project was to develop a game which was fun for friends and families to play together, as well as to offer a relaxing and pleasant play space for people to experience a different culture without extensive reading. The paper explains the research that has been done to realize the project, Journey to the West: the Board Game, and the production expectation. A study has been done behind the project explored the game’s mechanics, appeal and effectiveness. The paper also details the results of this study to determine if players of this board game learn about Chinese culture more than readers of the book.

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Qian, Xiaomin. "Inter-media agenda-setting effects among Chinese newspapers, Chinese blogs and the New York Times during coverage of the Beijing 2008 Olympic Games." [Ames, Iowa : Iowa State University], 2009. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1473249.

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Wagner, Michael. "The Dark Souls of Internationalization : Video Game Developers Enter the Chinese Market." Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-96031.

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This thesis analyzes how the institutional environment of the Chinese market affects market entry by foreign PC video game developers. The thesis utilizes a qualitative, multiple case study of five independent PC video game developers from around the world. The results of the thesis finds that despite China’s strict rules regarding video game publishing by foreign developers, culture and language are stronger influences on market entry strategies than Chinese regulations for the PC platform. This is due to the prevalent use of Steam, not only by foreign developers, but also their Chinese partners who publish the game to bypass the approval process mandated by the State Administration of Press and Publication (SAPP). The study also finds that, despite being in a leveraged market position due to regulations, Chinese publishers provide host of services for the developer partners for a revenue share deemed within industry standards. Additionally, localization strategies are discussed by each of the cases and this thesis finds that, while a basic translation can have success in the Chinese market, utilizing native Chinese speakers has a significant impact on a game's success, regardless of the professional level of the translation. Finally, despite the notoriety of piracy in China, developers expressed indifference to the practice, however, several methods have been identified to help mitigate the activity.

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Ng, Chi-chung Vincent. "A project to study the essential characteristics of the design of computer games that motivating for learning." Click to view the E-thesis via HKUTO, 2003. http://sunzi.lib.hku.hk/hkuto/record/B40040082.

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Books on the topic "Games, Chinese"

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Dalton, Elizabeth. Chinese Power Learning Games. China ; New York: distributed by ChinaSprout, 2007.

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Chinese jump rope. New York: Sterling Pub. Co., 1994.

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Rasmussen, Peter. Qu wan: Traditional Chinese puzzles. Beijing Shi: Sheng huo, du shu, xin zhi san lian shu dian, 2021.

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Han guan yi. Beijing: Beijing tu shu guan chu ban she, 2002.

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Chinese jump rope. Palo Alto, Calif: Klutz, 1997.

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Scott, McGinnis, ed. Let's play games in Chinese: A collection of games & teacher aids. Lincolnwood, Ill., USA: National Textbook Co., 1989.

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Games poets play: Readings in medieval Chinese poetry. Cambridge, UK: McGuinness China Monographs, 2004.

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1949-, Hu Wugong, and Shi Baoxiu 1950-, eds. Zhongguo min jian ti yu: Chinese folk games. Shantou Shi: Shantou da xue chu ban she, 2008.

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1944-, Hansson Anders, McDougallBonnieS.1941-, and Weightman Frances, eds. The Chinese at play: Festivals, games, and leisure. London: Kegan Paul, 2002.

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Seoul, Korea) Asian Games (10th 1986. Zhongguo jian er jin jun Ya yun hui: Chinese march on the 10th Asian Games. [Hong Kong]: Xianggang da gong bao, 1986.

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Book chapters on the topic "Games, Chinese"

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Huang, Yunte. "Pidginizing Chinese." In Bilingual Games, 205–20. New York: Palgrave Macmillan US, 2003. http://dx.doi.org/10.1057/9781403982704_14.

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Forsyth, Ian. "Games with frontiers." In Chinese Foreign Policy Under Xi, 144–58. Abingdon, Oxon ; New York, NY : Routledge, 2017. | Series: Politics in Asia series: Routledge, 2017. http://dx.doi.org/10.4324/9781315628981-10.

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Chen, Bo-Nian, Pangfeng Liu, Shun-Chin Hsu, and Tsan-sheng Hsu. "Knowledge Inferencing on Chinese Chess Endgames." In Computers and Games, 180–91. Berlin, Heidelberg: Springer Berlin Heidelberg, 2008. http://dx.doi.org/10.1007/978-3-540-87608-3_17.

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Chen, Bo-Nian, Pangfeng Liu, Shun-Chin Hsu, and Tsan-sheng Hsu. "Knowledge Abstraction in Chinese Chess Endgame Databases." In Computers and Games, 176–87. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-17928-0_17.

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Fleming,DavidH., and Simon Harrison. "Shi-Nematic Games (Casino Capitalism)." In Chinese Urban Shi-nema, 185–217. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-49675-3_6.

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Fang, Haw-ren, Tsan-sheng Hsu, and Shun-chin Hsu. "Indefinite Sequence of Moves in Chinese Chess Endgames." In Computers and Games, 264–79. Berlin, Heidelberg: Springer Berlin Heidelberg, 2003. http://dx.doi.org/10.1007/978-3-540-40031-8_18.

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Chen, Bo-Nian, Pangfang Liu, Shun-Chin Hsu, and Tsan-sheng Hsu. "Abstracting Knowledge from Annotated Chinese-Chess Game Records." In Computers and Games, 100–111. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-75538-8_9.

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Granot, Daniel, Herbert Hamers, Jeroen Kuipers, and Michael Maschler. "On The Chinese Postman Game." In ICM Millennium Lectures on Games, 297–303. Berlin, Heidelberg: Springer Berlin Heidelberg, 2003. http://dx.doi.org/10.1007/978-3-662-05219-8_18.

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Fang, Haw-ren, Tsan-sheng Hsu, and Shun-chin Hsu. "Construction of Chinese Chess Endgame Databases by Retrograde Analysis." In Computers and Games, 96–114. Berlin, Heidelberg: Springer Berlin Heidelberg, 2001. http://dx.doi.org/10.1007/3-540-45579-5_7.

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Jiang, Yan, Rui-liang Guo, and Fen-fen Ma. "Interactive Multimedia System for Chinese Traditional Costumes." In E-Learning and Games, 44–51. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-65849-0_6.

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Conference papers on the topic "Games, Chinese"

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Tembine, Hamidou. "CrowdSensing games." In 2017 29th Chinese Control And Decision Conference (CCDC). IEEE, 2017. http://dx.doi.org/10.1109/ccdc.2017.7979320.

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Xinhe, Xu, Wang Hao, and Xu Changming. "Computer games are an efficient tool for event game theory." In 2011 23rd Chinese Control and Decision Conference (CCDC). IEEE, 2011. http://dx.doi.org/10.1109/ccdc.2011.5968710.

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Cheng, Daizhan, Hongsheng Qi, Yuanhua Wang, and Ting Liu. "On convergence of evolutionary games." In 2014 33rd Chinese Control Conference (CCC). IEEE, 2014. http://dx.doi.org/10.1109/chicc.2014.6895886.

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Liu, Zequn, Zhengping Ji, and Daizhan Cheng. "On State-based Evolutionary Games." In 2021 40th Chinese Control Conference (CCC). IEEE, 2021. http://dx.doi.org/10.23919/ccc52363.2021.9549795.

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Yashan, Xu. "Stackelberg Equilibriums of Open-loop Differential Games." In 2007 Chinese Control Conference. IEEE, 2006. http://dx.doi.org/10.1109/chicc.2006.4347267.

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Hao, Yaqi, and Daizhan Cheng. "From symmetric to skew-symmetric games." In 2017 Chinese Automation Congress (CAC). IEEE, 2017. http://dx.doi.org/10.1109/cac.2017.8243097.

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Tseng, Kuo-Kun, Jinjun Zhu, Mincong Wang, and Pin-Jen Tseng. "Next Generation Programming Design for Chinese Kids’ Education." In INNODOCT 2019. Valencia: Universitat Politècnica de València, 2019. http://dx.doi.org/10.4995/inn2019.2019.10158.

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With the comparative analysis of children's programming games/toys, this paper explores the design of children's programming for Chinese kids’ education. This research has the following four contributions: 1. designing children's programming games with Chinese characteristics; 2. strengthening interaction to increase children's interest; 3. avoiding visual impairment to children; 4. designing children's programming games/toys based on artificial Intelligence. These make use of the existing children's programming environment, design programming tool for Chinese children. In addition, this study has designed the basic functions and opened them to GitHub, which is expected to attract more study and work together to create a more better kid programming tool.

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Tao, Jun, and Gui Wu. "Application and design of advanced algorithms in NoGo game of computer games." In 2016 Chinese Control and Decision Conference (CCDC). IEEE, 2016. http://dx.doi.org/10.1109/ccdc.2016.7531733.

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Liang, Hui, Shujie Deng, Jian Chang, Jian Jun Zhang, Can Chen, and Ruofeng Tong. "Ontology-Based Interactive Animation/Game Generation for Chinese Shadow Play Preservation." In 2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games). IEEE, 2016. http://dx.doi.org/10.1109/vs-games.2016.7590354.

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Liang, Hui, Shujie Deng, Jian Chang, Jian Jun Zhang, Can Chen, and Ruofeng Tong. "Ontology-Based Interactive Animation/Game Generation for Chinese Shadow Play Preservation." In 2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games). IEEE, 2016. http://dx.doi.org/10.1109/vs-games.2016.7590355.

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Reports on the topic "Games, Chinese"

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Levantovych, Oksana. COVID 19 MEDIA COVERAGE: AN ANALYSIS OF HEORHII POCHEPTSOV’S VIEW. Ivan Franko National University of Lviv, February 2021. http://dx.doi.org/10.30970/vjo.2021.49.11061.

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The article analyses the peculiarities of the coverage of the covid pandemic in the Ukrainian media, the emphasis placed by the media in news, and how the online mode of modern life and social distancing affects the growth of media influence. Special attention is paid to the view of the famous publicist Heorhii Pocheptsov, who does not exclude the possibility that the coronavirus was invented intentionally to control millions of people around the world. Permanently, the world faces numerous challenges of different scales: economic, military, socio-political, environmental, epidemiological ones. In 2020, the largest and the most unexpected event, undoubtedly, was the deadly coronavirus pandemic, which spread from the small Chinese province of Wuhan to the whole world and already took more than one million people’s lives in less than a year. Thus, the media, that in the post-information society actually have an unprecedented impact on people, form a person’s perception of such challenges. As a result, our understanding of the pandemic is directly related to the information we consume from the media. In fact, from the very start of quarantine, the media space began to be captured by analytical materials in which experts from various fields tried to predict what the world would be like after the end of coronavirus. These experts were of two types: some claimed that irreversible changes would deepen the permanent economic and socio-political crisis, and by claiming that they intensified panic, while others argued that any crisis is a chance to restart and grow. The experts put different emphases covering the covid pandemic in the media, but it is important to pay attention to the analysis of the famous publicist, propaganda researcher – Heorhii Pocheptsov, who sees the coronavirus as a tool to influence millions of people. The pandemic will end sooner or later, but no matter whether the virus was artificially invented or not, the processes that have already been launched around the world cannot stop as if nothing had happened. But Heorhii Pocheptsov’s opinion about the possible artificial nature of the virus should make us more vigilant while consuming information from TVs or from the online media, as it is possible that this information might be a part of a great game that we were not warned about.

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Bibliographies: 'Games, Chinese' – Grafiati (2025)
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