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Holin Lin

Dados Biográficos

ID3750813
NOMEHolin Lin
PRENOMESHolin
SOBRENOMELin
ASSINATURALIN H
AFILIAÇÕESNational Taiwan University
ORCID0000-0001-6075-956X
VERIFICADOSim
TOTAL DE OBRAS4
TOTAL DE CITAÇÕES24
TOTAL COMO AUTOR4
TOTAL COMO EDITOR0
PRIMEIRO ANO DE PUBLICAÇÃO2011
ANO MAIS RECENTE DE PUBLICAÇÃO2022
ÍNDICE H2
  • Game-Assisted Social Activism

    Open Access•Holin Lin, Chuen-Tsai Sun•ARTICLE•Games and Culture•2022

    This paper describes the appropriation of video game culture for discursive use during the 2019–20 Hong Kong anti-extradition movement, with participants relying on game argot for mass protest communication and mobilization purposes, and employing game frameworks (especially from MMORPGs) for organizing protest actions. Data from online forums are used to present examples of video game rhetoric and narratives in protest-related online discourses,…

  • An Entertainment Machine of filial piety

    Holin Lin•ARTICLE•RESET•2014•Referências: 19

    Starting with the Nintendo Wii craze in 2007, a new media trend and public discourse are taking shape in which the Wii replaced the traditional image of “parents-to-children game machine” with a new image of “machine for filial piety”. Grown-ups bought Wii as a gift for their parents to fill in their own absence in the family life, or to carry out unfulfilled duty in taking care of elderly parents. In this study, the meaning of such phenomenon is…

  • Cash Trade in Free-to-Play Online Games

    Open Access•Holin Lin, Holin Lin Holin Lin et al.•ARTICLE•Games and Culture•2011•Citada por: 5•Referências: 1

    The rapidly expanding ''free-to-play'' online game payment model represents a huge shift in digital game commercialization, with cash payments for virtual items increasingly recognized as central to ''free game'' participation. In this article, the authors look at implications of this trend for gameplay experiences (especially in terms of immersion, fairness, and fun) and describe a fundamental shift in player self-perceptions as consumers rather…

  • Gaming is my work

    Open Access•Yu-Hao Lee, Holin Lin•ARTICLE•Work Employment and Society•2011•Citada por: 19•Referências: 22

    Developments in personal information communication technology (ICT) are facilitating opportunities for turning internet-based hobbies into self-employed occupations. Real income can be earned by trading virtual objects and currencies used in massively multiplayer online games - a form of economic activity known as real money trade (RMT). This study focuses on RMT workers as an example of new cyber workers who lack traditional identity sources, su…

  • Gaming is my work

    Open Access•Yu-Hao Lee, Holin Lin•ARTICLE•Work Employment and Society•2011•Citada por: 19•Referências: 22

    Developments in personal information communication technology (ICT) are facilitating opportunities for turning internet-based hobbies into self-employed occupations. Real income can be earned by trading virtual objects and currencies used in massively multiplayer online games - a form of economic activity known as real money trade (RMT). This study focuses on RMT workers as an example of new cyber workers who lack traditional identity sources, su…

  • Cash Trade in Free-to-Play Online Games

    Open Access•Holin Lin, Holin Lin Holin Lin et al.•ARTICLE•Games and Culture•2011•Citada por: 5•Referências: 1

    The rapidly expanding ''free-to-play'' online game payment model represents a huge shift in digital game commercialization, with cash payments for virtual items increasingly recognized as central to ''free game'' participation. In this article, the authors look at implications of this trend for gameplay experiences (especially in terms of immersion, fairness, and fun) and describe a fundamental shift in player self-perceptions as consumers rather…

  • Cash Trade in Free-to-Play Online Games

    Open Access•Holin Lin, Holin Lin Holin Lin et al.•ARTICLE•Games and Culture•2011•Citada por: 5•Referências: 1

    The rapidly expanding ''free-to-play'' online game payment model represents a huge shift in digital game commercialization, with cash payments for virtual items increasingly recognized as central to ''free game'' participation. In this article, the authors look at implications of this trend for gameplay experiences (especially in terms of immersion, fairness, and fun) and describe a fundamental shift in player self-perceptions as consumers rather…

  • Gaming is my work

    Open Access•Yu-Hao Lee, Holin Lin•ARTICLE•Work Employment and Society•2011•Citada por: 19•Referências: 22

    Developments in personal information communication technology (ICT) are facilitating opportunities for turning internet-based hobbies into self-employed occupations. Real income can be earned by trading virtual objects and currencies used in massively multiplayer online games - a form of economic activity known as real money trade (RMT). This study focuses on RMT workers as an example of new cyber workers who lack traditional identity sources, su…

  • An Entertainment Machine of filial piety

    Holin Lin•ARTICLE•RESET•2014•Referências: 19

    Starting with the Nintendo Wii craze in 2007, a new media trend and public discourse are taking shape in which the Wii replaced the traditional image of “parents-to-children game machine” with a new image of “machine for filial piety”. Grown-ups bought Wii as a gift for their parents to fill in their own absence in the family life, or to carry out unfulfilled duty in taking care of elderly parents. In this study, the meaning of such phenomenon is…

  • Game-Assisted Social Activism

    Open Access•Holin Lin, Chuen-Tsai Sun•ARTICLE•Games and Culture•2022

    This paper describes the appropriation of video game culture for discursive use during the 2019–20 Hong Kong anti-extradition movement, with participants relying on game argot for mass protest communication and mobilization purposes, and employing game frameworks (especially from MMORPGs) for organizing protest actions. Data from online forums are used to present examples of video game rhetoric and narratives in protest-related online discourses,…

Computer Science (4 obras) · Aesthetics (3 obras) · Business (3 obras) · Multimedia (3 obras) · Political science (3 obras) · Sociology (3 obras) · Video game (3 obras) · Advertising (2 obras) · Digital Games and Media (2 obras) · Internet privacy (2 obras)

Ethnos_APP • Projeto Open Source • Licença MIT • Frontend v2.0.0 • Privacidade e Cookies • Documentação da API: api.ethnos.app/docs • Código da API: GitHub • DOI: 10.5281/zenodo.17049435 • Código do Frontend: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae