After the opening of ports in the late Qing Dynasty,Western culture was introduced into China.The local entertainment life presented the phenomenon of the coexistence of the East and the West.A large number of folk en...After the opening of ports in the late Qing Dynasty,Western culture was introduced into China.The local entertainment life presented the phenomenon of the coexistence of the East and the West.A large number of folk entertainment activities were recorded in the Dianshizhai Pictorial which have the function of cultural choice and value dissemination as well as current affairs.This research attempts to use literary analysis and case study to collate the entertainment life in the Dianshizhai Pictorial,combing the characteristics of the late Qing dynasty,and summarizing the value of entertainment in Dianshizhai Pictorial publishing.展开更多
Objective: To explore effective ways of conducting STD/AIDS health education among female commercial sex workers in entertainment establishments and to promote implementation of an 100% condom use programme. Methods: ...Objective: To explore effective ways of conducting STD/AIDS health education among female commercial sex workers in entertainment establishments and to promote implementation of an 100% condom use programme. Methods: In-depth interviews were carried out to collect qualitative information about demographic characteristics, STD/AIDS knowledge, attitude and risk behaviors of female sex workers. Female sex workers were selected by sampling and were given baseline survey and assessment after intervention. Based on the results of the interviews, a questionnaire was developed, and intervention measures were determined. These measures included face-to-face interviewing, counseling, and distribution of STD/AIDS information and condoms. Results: 196 and 182 female sex workers of the same population were interviewed separately before and after intervention. STDs/AIDS knowledge had significantly increased after one year's intervention (P <0.01). Knowledge increased in both the intervention group and the non-intervention group but the increase was more significant among sex workers who received the intervention. Risk behaviors remained at baseline levels in both groups. Conclusion: STD/AIDS health education among female sex workers in entertainment establishments was effective and may benefit society, but the strategies need to be adjusted to the female sex workers' lifestyles, particularly their high rates of mobility and high-risk behaviors.展开更多
上期的第一个话题“旅游”是我们每个人在生活中都会经历或已经经历过的事情。要说人们为什么旅游,原因实在很多,关键是怎样条理清楚地表达出来。考生应首先说出最主要的目的,可以用一两句话概括,然后再谈具体内容。如:Travelling can b...上期的第一个话题“旅游”是我们每个人在生活中都会经历或已经经历过的事情。要说人们为什么旅游,原因实在很多,关键是怎样条理清楚地表达出来。考生应首先说出最主要的目的,可以用一两句话概括,然后再谈具体内容。如:Travelling can broaden our mind.With thedevelopment of high technology,the world isbecoming a global village.It is very important tolearn the culture of other places or even other countries.Sometimes we can learn more through travelling thanwe do from textbooks.When we go to a new place,展开更多
As one of the central figures in the Frankfurt school.Theodor W.Adorno thinks the rise of culture industry is resulting from increased rationalization and standardization within the society.The culture industry is an ...As one of the central figures in the Frankfurt school.Theodor W.Adorno thinks the rise of culture industry is resulting from increased rationalization and standardization within the society.The culture industry is an entertainment industry system which copies and delivers the commercialized noncreative culture product on a large scale through modern science and technology.And it may deceive,enslave and rein the people through the entertainment products,and cause several negative impacts on the mass culture.展开更多
Teasing can be approached as a linguistic resource for examining the interpersonal issues of im/politeness and face,or as a discursive strategy for displaying relationships or constructing social identities.However,st...Teasing can be approached as a linguistic resource for examining the interpersonal issues of im/politeness and face,or as a discursive strategy for displaying relationships or constructing social identities.However,studies have underestimated the discursive constraints of teasing in specific contexts.Meanwhile,a majority of teasing studies were based on Western cultures and did not pay sufficient attention to the variety of teasing across cultures.By collecting data from two Chinese entertainment interviews,where the interviewer employs teasing frequently for performing institutional roles,this study examined how teasing functions to assist the interviewer to complete communicative goals,and explored the discursive constraints of teasing in media context.Data analysis exemplified how teasing helped the interviewer to manage an interview event,obtain the guest’s disclosure and seek audience involvement,helping to construct the interviewer’s professionality.Implications for understanding the discursive features of teasing in the Chinese media context were addressed.展开更多
Taking Goffman's frame theory as a basis, this article analyzes an entertainment commentary and investigates how people's different experience of the organization of the daily life may affect their linguistic ...Taking Goffman's frame theory as a basis, this article analyzes an entertainment commentary and investigates how people's different experience of the organization of the daily life may affect their linguistic presentation. It finds commentaries appearing in the mass media cannot just be taken as a combination of the verbal signs following a set of rules, while, instead it is a reflection of the writers' experience of the media itself, the event and participants commented, and the potential audience involved in a particular frame. It is through the transformation and retransformation that the author of this commentary reveals to us her basic concern about the reality in her eyes. Although texts involved in the mass media are usually taken as a one-way communication, they can be taken as the speaker's presentation of self in their social interaction with the potential audience.展开更多
While a desire for fame and success is universal,little research has been devoted to discovering traits associated with their attainment.Mann(2016)completed a qualitative study of factors that contribute to success.Gr...While a desire for fame and success is universal,little research has been devoted to discovering traits associated with their attainment.Mann(2016)completed a qualitative study of factors that contribute to success.Grounded theory was used to extract themes from interviews of successful entertainers who were asked to describe the factors that contributed to their success.There were three phases to the process of achieving success:Orientation,Approach,and Maintenance.Building on this framework,the present research developed a test to measure characteristics associated with fame and success.A sample was gathered online;311 participants responded to 186 attitudinal items and 10 additional validity items,and also provided information about their level of success and notoriety in highly competitive endeavors.Item analysis reduced the number of items to 58 attitudinal items on seven scales:Doing What You Love,Desire for Fame,Determination,Focus,Business Skills,Maverick Tendencies,and Lifelong Learner Interest.Substantial correlations were found between the scales and self-reported measures of success and fame.展开更多
This article explores the impact of immersive technologies like virtual and augmented reality on video game competitions.These electronic games are structured under an analog scheme similar to that of the sports indus...This article explores the impact of immersive technologies like virtual and augmented reality on video game competitions.These electronic games are structured under an analog scheme similar to that of the sports industry,which has given rise to a new and rapidly growing global market known as“eSports”.eSports are a confluence of innovation,strategy,and marketing,in which players,or gamers,come together and compete with the same intensity and commitment as professional athletes.Gamers participate in local,national,and worldwide competitions that are broadcast over a variety of media,and are sponsored by large transnational companies/brands.For these companies,the eSports phenomenon represents a new paradigm capable of revolutionizing the very concept of entertainment.In this article,we propose a conceptual framework through which we can analyze the business repercussions of this new technology from an integral perspective that takes into account players,sports clubs,publishers,sponsors(brands),spectators and broadcasters.Through this analysis of representative companies from the eSports sector,we explore their evolution and future tendencies,like virtual-reality and augmented reality.The industry participants agree that such groundbreaking these technologies are going to be crucial to the future of eSports because they will be the new way of playing and a marketing revolution.This project seeks to stimulate further research into the profound technological transformation the entertainment sector is now undergoing with the digitalization and implementation of immersive technologies.Special attention will be paid to the institutionalization and professionalization of video game competitions and their progressive homologation with traditional sports.展开更多
The aim of this study was to develop a method for predicting the psychological states of spectators watching professional baseball games at a stadium. This method includes a real time measurement of instantaneous hear...The aim of this study was to develop a method for predicting the psychological states of spectators watching professional baseball games at a stadium. This method includes a real time measurement of instantaneous heart rate (i.e., the inverse of the RR interval) without preventing the subject from watching the game and a mathematical procedure used to predict moment by moment psychological states by correlating the degree of a psychological state with the strength of heart rate response, defined as the mean deviation of heart rate variability from a linear regression line from 5 sec before to 25 sec after an event during a baseball game. We recorded the instantaneous heart rates of 10 subjects (total of 27 cases) while they watched Japanese professional baseball games at a stadium and had them subjectively rate the degree of their psychological states in an after-event interview. We identified three psychological states (happiness, excitement, and vigor) whose strength can be predicted from the strength of heart rate response. Analysis of the measured data clarified that heart rate response had a significant correlation with the subjective rating of the intensity of happiness (r = 0.56, p < 0.0001), vigor (r = 0.55, p < 0.0001), and excitement (r = 0.49, p < 0.0001).展开更多
Jointly organized by China Business Journal and Institute of Industrial Economics of Chinese Academy of Social Sciences,the"China Business 2014Annual Meeting on Enterprise Competitiveness"was held on Decembe...Jointly organized by China Business Journal and Institute of Industrial Economics of Chinese Academy of Social Sciences,the"China Business 2014Annual Meeting on Enterprise Competitiveness"was held on December 18,2014.The theme was"Dream of the New Journey".After 30 years,Chinese economy is now ushering in a revolutionary transformation.The old展开更多
The Web system for Choose Your Own Adventure (CYOA) project utilizes the PHP and MySQL programming languages for an entertainment purpose. This project creates a fully-functional and se- cure online user system, in wh...The Web system for Choose Your Own Adventure (CYOA) project utilizes the PHP and MySQL programming languages for an entertainment purpose. This project creates a fully-functional and se- cure online user system, in which the accounts of the user system are stored in a MySQL database. Over the duration of this project, it is found that the PHP and MySQL programming languages are able to be employed for entertainment purposes, and they are both very effective in the field of entertainment. This project is meant to broaden the horizons of aspiring programmers in order to give them a glimpse into a possibility of using these programming languages in a scope that is commonly broached by game developers, but not programmers in the usual case.展开更多
Entertainment shows in the Arab world stand for something larger than pointless amusements shaped by producers to follow a set of marketing rules. They may be, at times, trivial or foolish but they always address the ...Entertainment shows in the Arab world stand for something larger than pointless amusements shaped by producers to follow a set of marketing rules. They may be, at times, trivial or foolish but they always address the uncertainties of collective and individual identities in a region boiling with struggles over meanings and knowledge. Because of the liberalization of the Arab television industries, they have successfully integrated the global market and are now elaborating new conventions inspired by both oriental and western references. In this paper, it will explore the depiction of Arab youth as a social construct meant to challenge the nationalistic representation of this ambiguous social category while, at the same time, promoting the regional debate over modernity, Arabism, and change.展开更多
Entertainment and education consumption partly reflects people’s living standards.In order to study the influential factors of entertainment and education consumption of Chinese people in the second decade of the 21s...Entertainment and education consumption partly reflects people’s living standards.In order to study the influential factors of entertainment and education consumption of Chinese people in the second decade of the 21st century,this paper uses the data from 2010 to 2018 in China Family Panel Studies(CFPS)and the multiple linear regression analysis in econometrics to evaluate the impact of the increase of total household assets on the consumption of entertainment and education in China through Stata software.The results show that the increase in household assets promotes entertainment and education consumption.However,the promoting effect gradually decreased from 2010 to 2018.In addition,high housing price took in a large amount of family income and impeded the consumption of entertainment and education.The decline in people’s preference for entertainment and education consumption in recent years,to some extent,means a rise in living pressure and a decline in the quality of life in China.展开更多
文摘After the opening of ports in the late Qing Dynasty,Western culture was introduced into China.The local entertainment life presented the phenomenon of the coexistence of the East and the West.A large number of folk entertainment activities were recorded in the Dianshizhai Pictorial which have the function of cultural choice and value dissemination as well as current affairs.This research attempts to use literary analysis and case study to collate the entertainment life in the Dianshizhai Pictorial,combing the characteristics of the late Qing dynasty,and summarizing the value of entertainment in Dianshizhai Pictorial publishing.
基金Supported by Jiangsu China/WHO 100% Condom Use Programme. Project Identifier:WP/ICPMSU3.5/001/RB/02
文摘Objective: To explore effective ways of conducting STD/AIDS health education among female commercial sex workers in entertainment establishments and to promote implementation of an 100% condom use programme. Methods: In-depth interviews were carried out to collect qualitative information about demographic characteristics, STD/AIDS knowledge, attitude and risk behaviors of female sex workers. Female sex workers were selected by sampling and were given baseline survey and assessment after intervention. Based on the results of the interviews, a questionnaire was developed, and intervention measures were determined. These measures included face-to-face interviewing, counseling, and distribution of STD/AIDS information and condoms. Results: 196 and 182 female sex workers of the same population were interviewed separately before and after intervention. STDs/AIDS knowledge had significantly increased after one year's intervention (P <0.01). Knowledge increased in both the intervention group and the non-intervention group but the increase was more significant among sex workers who received the intervention. Risk behaviors remained at baseline levels in both groups. Conclusion: STD/AIDS health education among female sex workers in entertainment establishments was effective and may benefit society, but the strategies need to be adjusted to the female sex workers' lifestyles, particularly their high rates of mobility and high-risk behaviors.
文摘上期的第一个话题“旅游”是我们每个人在生活中都会经历或已经经历过的事情。要说人们为什么旅游,原因实在很多,关键是怎样条理清楚地表达出来。考生应首先说出最主要的目的,可以用一两句话概括,然后再谈具体内容。如:Travelling can broaden our mind.With thedevelopment of high technology,the world isbecoming a global village.It is very important tolearn the culture of other places or even other countries.Sometimes we can learn more through travelling thanwe do from textbooks.When we go to a new place,
文摘As one of the central figures in the Frankfurt school.Theodor W.Adorno thinks the rise of culture industry is resulting from increased rationalization and standardization within the society.The culture industry is an entertainment industry system which copies and delivers the commercialized noncreative culture product on a large scale through modern science and technology.And it may deceive,enslave and rein the people through the entertainment products,and cause several negative impacts on the mass culture.
基金supported by the Department of Education of Guangdong Province entitled innovation project “An Interpersonal Pragmatic Study of Humor in Chinese Broadcasting Context” (No.: 2017WQNCX042)Center for Linguistics and Applied Linguistics at Guandong Univerisity of Foreign Studies, China for the project of the frontier research and its theoretical innovation in interpersonal pragmatics (2018WZDXM006)+2 种基金China Scholarship Council (2018)participated in the Hungarian Academy funded MTA Lendulet (LP2017/5) project of Professor Dániel Z.Kádárthe support from the Chinese MOE Research Project of Humanities and Social Science (Project No.: 16JJD740006) conducted by Center for Linguistics and Applied Linguistics, Guangdong University of Foreign Studies.
文摘Teasing can be approached as a linguistic resource for examining the interpersonal issues of im/politeness and face,or as a discursive strategy for displaying relationships or constructing social identities.However,studies have underestimated the discursive constraints of teasing in specific contexts.Meanwhile,a majority of teasing studies were based on Western cultures and did not pay sufficient attention to the variety of teasing across cultures.By collecting data from two Chinese entertainment interviews,where the interviewer employs teasing frequently for performing institutional roles,this study examined how teasing functions to assist the interviewer to complete communicative goals,and explored the discursive constraints of teasing in media context.Data analysis exemplified how teasing helped the interviewer to manage an interview event,obtain the guest’s disclosure and seek audience involvement,helping to construct the interviewer’s professionality.Implications for understanding the discursive features of teasing in the Chinese media context were addressed.
文摘Taking Goffman's frame theory as a basis, this article analyzes an entertainment commentary and investigates how people's different experience of the organization of the daily life may affect their linguistic presentation. It finds commentaries appearing in the mass media cannot just be taken as a combination of the verbal signs following a set of rules, while, instead it is a reflection of the writers' experience of the media itself, the event and participants commented, and the potential audience involved in a particular frame. It is through the transformation and retransformation that the author of this commentary reveals to us her basic concern about the reality in her eyes. Although texts involved in the mass media are usually taken as a one-way communication, they can be taken as the speaker's presentation of self in their social interaction with the potential audience.
文摘While a desire for fame and success is universal,little research has been devoted to discovering traits associated with their attainment.Mann(2016)completed a qualitative study of factors that contribute to success.Grounded theory was used to extract themes from interviews of successful entertainers who were asked to describe the factors that contributed to their success.There were three phases to the process of achieving success:Orientation,Approach,and Maintenance.Building on this framework,the present research developed a test to measure characteristics associated with fame and success.A sample was gathered online;311 participants responded to 186 attitudinal items and 10 additional validity items,and also provided information about their level of success and notoriety in highly competitive endeavors.Item analysis reduced the number of items to 58 attitudinal items on seven scales:Doing What You Love,Desire for Fame,Determination,Focus,Business Skills,Maverick Tendencies,and Lifelong Learner Interest.Substantial correlations were found between the scales and self-reported measures of success and fame.
文摘This article explores the impact of immersive technologies like virtual and augmented reality on video game competitions.These electronic games are structured under an analog scheme similar to that of the sports industry,which has given rise to a new and rapidly growing global market known as“eSports”.eSports are a confluence of innovation,strategy,and marketing,in which players,or gamers,come together and compete with the same intensity and commitment as professional athletes.Gamers participate in local,national,and worldwide competitions that are broadcast over a variety of media,and are sponsored by large transnational companies/brands.For these companies,the eSports phenomenon represents a new paradigm capable of revolutionizing the very concept of entertainment.In this article,we propose a conceptual framework through which we can analyze the business repercussions of this new technology from an integral perspective that takes into account players,sports clubs,publishers,sponsors(brands),spectators and broadcasters.Through this analysis of representative companies from the eSports sector,we explore their evolution and future tendencies,like virtual-reality and augmented reality.The industry participants agree that such groundbreaking these technologies are going to be crucial to the future of eSports because they will be the new way of playing and a marketing revolution.This project seeks to stimulate further research into the profound technological transformation the entertainment sector is now undergoing with the digitalization and implementation of immersive technologies.Special attention will be paid to the institutionalization and professionalization of video game competitions and their progressive homologation with traditional sports.
文摘The aim of this study was to develop a method for predicting the psychological states of spectators watching professional baseball games at a stadium. This method includes a real time measurement of instantaneous heart rate (i.e., the inverse of the RR interval) without preventing the subject from watching the game and a mathematical procedure used to predict moment by moment psychological states by correlating the degree of a psychological state with the strength of heart rate response, defined as the mean deviation of heart rate variability from a linear regression line from 5 sec before to 25 sec after an event during a baseball game. We recorded the instantaneous heart rates of 10 subjects (total of 27 cases) while they watched Japanese professional baseball games at a stadium and had them subjectively rate the degree of their psychological states in an after-event interview. We identified three psychological states (happiness, excitement, and vigor) whose strength can be predicted from the strength of heart rate response. Analysis of the measured data clarified that heart rate response had a significant correlation with the subjective rating of the intensity of happiness (r = 0.56, p < 0.0001), vigor (r = 0.55, p < 0.0001), and excitement (r = 0.49, p < 0.0001).
文摘Jointly organized by China Business Journal and Institute of Industrial Economics of Chinese Academy of Social Sciences,the"China Business 2014Annual Meeting on Enterprise Competitiveness"was held on December 18,2014.The theme was"Dream of the New Journey".After 30 years,Chinese economy is now ushering in a revolutionary transformation.The old
文摘The Web system for Choose Your Own Adventure (CYOA) project utilizes the PHP and MySQL programming languages for an entertainment purpose. This project creates a fully-functional and se- cure online user system, in which the accounts of the user system are stored in a MySQL database. Over the duration of this project, it is found that the PHP and MySQL programming languages are able to be employed for entertainment purposes, and they are both very effective in the field of entertainment. This project is meant to broaden the horizons of aspiring programmers in order to give them a glimpse into a possibility of using these programming languages in a scope that is commonly broached by game developers, but not programmers in the usual case.
文摘Entertainment shows in the Arab world stand for something larger than pointless amusements shaped by producers to follow a set of marketing rules. They may be, at times, trivial or foolish but they always address the uncertainties of collective and individual identities in a region boiling with struggles over meanings and knowledge. Because of the liberalization of the Arab television industries, they have successfully integrated the global market and are now elaborating new conventions inspired by both oriental and western references. In this paper, it will explore the depiction of Arab youth as a social construct meant to challenge the nationalistic representation of this ambiguous social category while, at the same time, promoting the regional debate over modernity, Arabism, and change.
文摘Entertainment and education consumption partly reflects people’s living standards.In order to study the influential factors of entertainment and education consumption of Chinese people in the second decade of the 21st century,this paper uses the data from 2010 to 2018 in China Family Panel Studies(CFPS)and the multiple linear regression analysis in econometrics to evaluate the impact of the increase of total household assets on the consumption of entertainment and education in China through Stata software.The results show that the increase in household assets promotes entertainment and education consumption.However,the promoting effect gradually decreased from 2010 to 2018.In addition,high housing price took in a large amount of family income and impeded the consumption of entertainment and education.The decline in people’s preference for entertainment and education consumption in recent years,to some extent,means a rise in living pressure and a decline in the quality of life in China.