特色

Introduction

Introduction


My name is Xuehong Hu.
I am 23 years old and was born in Shanghai.

Currently I am a student of University of Exeter.
My major is “International Tourism Management”.

Most of my time I am spending on my studies and I have acquired basic knowledge of my major.
In addition to the above-mentioned, I used to study 2 years in Sino-British College in Shanghai and I used to be a member of the Student community there.

In my spare time I like listening to classic music and visit the museum. Like piano and sketch, and reached amateur level 10 (highest) and level 8.During my study in the UK, I often participated in different kinds of local events in the UK to learn about local customs and cultures, and participated in them as a volunteer.

I like Japanese Cartoon very much and I used to link with other University to hold a Comicon Show, which is held by the students and let many people who also like Japanese Comicon have a chance to communicate with each others.

I can use a lot of software and I used to make a 5-minute small video for my Senior High School.

Final Reflective Account

Begin…after…final for the future Sakura

It’s time for me to reflect on my learning journey. In order to facilitate my critical reflection, I will use Gibbs’ (1988) reflection cycle model. This can be divided into the following stages:

https://www.sheffield.ac.uk/ssid/301/study-skills/university-study/reflective-practice
Created by Snow (2020) on Canva

Description

As shown above, in addition to this essential knowledge, I also improved my application of computer software and website. I can say that now I am proficient in computer software, whether it is writing a blog, making videos, or making posters, although I used to design brochures and posters for the company when I was an intern. I can do better work now than I did then. And through blog writing, I have gained a deeper understanding of the digital field of the company I want to work for in the future.

In addition to the skills I developed myself, learning from others is the key to this module:

Created by Snow (2020) on Spark

As you can see, interactions occur continuously, and these are just a few examples. This was useful because although I focused on specific aspects of the topic (to accommodate the word limit), reading other people’s blogs and learning about various points of view on other aspects of the topic allowed me to study the topic in greater depth.

Feelings

I must admit, although I was excited because there were few classes, I was worried at first. I worried that my skills weren’t good enough for the module and that the curtailment of courses wouldn’t allow me to study the module in more detail. However, I overcame the difficulties through online help from my teachers and materials from MOOCs.

Besides, I am confused about how to learn through this unusual method. I now treasure the benefits I think it’s the best approach and it works for me. It is because the module is a continuous process — you not only learn something but also forget it and leave it. I am continually improving my skills without any exams/lectures. Consistency in deadlines helps with skill development. Practice, practice, practice! Although I used to be better at handling all kinds of computer software than my peers, I always used it for work. In this module, I used it for the first time to learn and plan my future. It made me realize the convenience of the digital age and the sense of accomplishment after finishing the work.

Also, I’m excited (being told you can do modules in bed, so I don’t think it will be too challenging). I was wrong: my time management skill was challenged!

Evaluation

Created by Snow (2020) on Biteable
Created by Snow (2020) on Biteable

Analysis

Created by Snow (2020) on Prezi

https://prezi.com/view/DNTO92Cffiu4nVPTtRzx/

Conclusion

Ultimately, my experience with this module has been enriching. One thing I might do differently is to pay more attention to the traffic to my blog. Few students comment on my blog, perhaps because my blog does not attract them, or my blog lacks specific characteristics. When I asked my classmates, most of them thought my blog was too professional and comprehensive. They couldn’t comment. I think my blog should be more exciting and remove some technical terms or convert them into simple words that are easy to understand.

Personal Action Plans

If I were given another chance to do this module or something similar, I would be bolder in content creation and increase communication with teachers. In terms of job hunting, to stay in the UK, I should improve my language skills to eliminate the exchange barrier with natives. I plan to get my first job at a game company, so I need to develop further my use of various media software and commercial software.

Reference List

Gibbs, G. (1988). Learning by doing: A guide to teaching and learning methods. Oxford: Further Education Unit, Oxford Polytechnic.

JX3 and the Digital Business Models

“Swordsman romance online edition iii” is a martial arts theme massively multiplayer online role-playing game developed by SeaSun Games of China Kingsoft. The version in mainland China adopts a month card charge system and hour card charge system. Swordsman love involves the game to charge for props in addition to a massive subsidy CD, which does not affect the character data. SeaSun Games announced in early 2008 sword net three. August 28, 2009, JX3 open tests. So far, 22 expansions have released. In 2017, the remake of JX3 won the best Chinese game award at TGA 2017, the ultimate celebration of the game Oscars. In August 2019, GSC (Good Smile Company), a famous Japanese Garage Kits Company, also made its Garage Kits to celebrate its 10th birthday.

In the new business model, a game is a service (GaaS). This sentence means that customers can get their hands on your product (upfront or free). Instead of moving on to the next product, they can continue to develop the current product, adding product marketing to the game, and regular in-game experiences to increase the customer’s in-game trading activity. Games are no longer developer-centric, but player-centric. (Akbar, 2019)

JX3’s success tied to its digital business model. The shift from a reliance on one-off games to a subscription-based model that focuses on in-game purchases and profitable franchises. (Brian, 2018) The game time of players link to money, and what needs to spend is only the in-game fashion rather than equipment. It gives players greater freedom to consume and play, improving their experience. The most critical factor in JX3’s longevity over the next ten years is its interaction with players and their surrounding culture. Each new version of JX3 will release a new expansion pack on the We-media website. Through the video editor and game simulation editor, JX3 makes MV videos full of feelings of substitution, accompanied by exclusive music and customized songs, which is equivalent to a short film. Such MV spread on major We-media websites and the plot of the game and the characters of the game used to promote the game and attract players.

The game session is dynamically provided with on-demand virtualization resources based on the dynamic session load, thus significantly reducing the cost. (Nae et al., 2011) The organization had more funds to promote its JX culture and expanded a series of electronic businesses. The extension is when a company uses digital technologies to support new activities in addition to its existing operations. (Li, 2018) First of all, JX3 will regularly hold offline and online events to invite players to participate. In the game, JX3 open a mall exclusively selling peripheral electronic products and physical objects to facilitate players to buy. Tickets for events are sold directly on the in-game online mall. The digital business model of JX3 peripheral products through self-production and self-sale not only provides players with the convenience of purchase but also saves unnecessary expenses in the process. Moreover, JX3 chooses to directly advertise its peripheral products in the game and on the We-media website, thus saving advertising costs.

On August 28, 2015, it expanded the market of client game, mobile game, and stand-alone game, and released the news of remaking JX3, with two styles of hand-drawing and remake to meet the needs of different players. On December 29, 2017, JX3 officially released for public beta. The 24-hour total user growth rate reached 42.67%, reaching a new peak. In the same year, JX3 won the TGA award for the best Chinese game. In 2019, JX3 expanded the domestic animation market and launched the first martial arts animation themed on the IP background of the game to promote the game. The same film released in the same year.

JX3 also offers digital services and platforms. There is not only 24-hour online human customer service but also offline 24-hour telephone customer service. It makes it possible for the player to solve any problem as soon as possible. On the other hand, JX3’s business model is B2C. JX3 allows players to communicate directly with the planning team through interactive business. The planning team launched JX3’s exclusive social software in April 2018 and launched the game trading platform in 2019. Both game accounts and digital items can purchase on the platform. The platform provides a marketplace that brings together buyers and sellers of jx3-related digital and physical products, transforming entertainment from a commodity to service, and optimizing the player experience.

In conclusion, the digital business model is the key to JX3’s success. If there is no digital business model, no matter in the promotion of the game or the subsequent optimization upgrade can meet the needs of the current game market. With the development of the game industry, more and more new games have launched one after another. How to ensure that the game does not eliminate is the key to make good use of the digital business model and use game IP and technology to expand the market to deepen the impression of the game and to retain the hearts of players.

Reference List

Akbar. (2019). The New Age Gaming Business Model, Retrieved from https://appsamurai.com/the-new-age-gaming-business-model/ [accessed on December 19, 2019].

Brian N. (2018). Video Game Publishers Flip the Switch on Business Model, Retrieved from https://www.morganstanley.com/ideas/video-gaming-publishers-2018 [accessed on February 26, 2018].

JX3. (2020). JX3 website,Retrieved from https://jx3.xoyo.com/index/

Li, F. (2018). The digital transformation of business models in the creative industries: A holistic framework and emerging trends. Technovation, 102012.

Nae, V., Prodan, R., Losup, A., & Fahringer, T. (2011, September). A new business model for massively multiplayer online games. In Proceedings of the 2nd ACM/SPEC International Conference on Performance engineering (pp. 271-282).

All information details extract from JX3’s official website.

Game Events and the Digital Economy

In the past, the traditional events manager was the one who planned the current event, and it was his job to schedule all the staff. In today’s digital economy, the events manager has evolved into a director, planner, screenwriter, finance director, advertising assistant, and a host of other career roles. In particular, the manager of game events should not only arrange offline events but also manage and arrange online game broadcasts, publicity and peripheral products. The original event industry is just a pure real economy. In the early days of the digital economy, the game event could only present through the traditional event form, and the revenue could not calculate until the event was entirely over. Much depends on the support of sponsors outside the game industry. With the development of science and technology and digital economy, it has taken advantage of the primary digital benefits, shifted to the online and offline dual forms and driven a series of peripheral industries. It has realized that even without relying on sponsors, the game company itself can also have a large amount of money income and achieve financial balance in time. 

The TGA, The Game Award, is an annual Game awards ceremony held in North America every December. Its sponsorship team makes up of Nintendo, Sony, Microsoft and Valve, and it has a series of well-known game companies as consultants. Fans can also vote online for the best products of the past year.TGA has more than 20 awards, including Game of the Year, Best Esports Game, Best Action Game, Best Art Direction, etc. As an administrator, it is his responsibility to count the votes, manage the awards and arrange the seating arrangements. Not only that, but TGA also has a massive amount of topic traffic. Managers need to keep an eye on the topic waves on social networking sites, control comments and drive positive topics.

In different countries, pay attention to the politically sensitive elements related to the game theme. Its original game music mix is also a unique feature and plays live. The performance undoubtedly increases the difficulty for managers and requires real-time recording to ensure the integrity of the live broadcast and subsequent audio sources without noise. (Rebekah, 2018) TGA is also known as “the Oscars of the gaming industry.” Every year, it can drive the global digital economy, which is impressive in terms of topic popularity, surrounding sales volume and product sales volume of award-winning companies. All thanks to the digital economy. (Todd, 2017).

Electronic Entertainment Expo, the world’s most significant gaming good E3 in 2019, will be held in Los Angeles. It is the world’s first exhibition dedicated to video games. E3 was initially just an electronic event, and due to the limitations of the conditions and equipment, ordinary players could only watch the major game companies’ press releases and could not participate in them. (Andrew, 2013) Managers only need to manage according to product release. But starting in 2017, thanks to the development of the digital economy, E3 is now open to the general audience. (Eddie, 2017) True game fans will be here to participate in an annual event called “gaming”: experiencing the most cutting-edge game peripherals, experiencing the highest level of gaming and experiencing the most cutting-edge information in the game industry. (Steve W, 2019) This change means that there has been an enormous change in the competence of managers.

The first is the exhibition’s control on the number of people, officially set at 15,000. Managers need to limit ticket sales channels and calculate the number of staff to determine the exact amount of tickets sold. Never oversell, will lead to stampede and other dangerous accidents. Not only did E3 witness the birth of legendary consoles like the PlayStation 2 and Wii, but every year in mid-June, game makers are engaged in a news war that grabs headlines. In a formal pre-war press conference, they will do everything they can to get players to pay for it. In the digital economy, E3 revolutionized the entire Event specification, not only giving game vendors more ways to promote and sell their products, but also giving fans of the game the most intuitive experience. E3’s event manager wants to ensure the smooth path for the game makers and the fans’ participation experience.

Therefore, with the development of the digital economy, the derivatives of game events gradually increase. This trend is undoubtedly an increase in the difficulty of event management for event managers. Faced with such a new challenge, the event manager has to take into account both offline and online. The event manager also needs to control the pace and direction of reaction on the Internet due to the ultra-fast speed of information transmission. Besides, the finishing work after the event should also be arranged in advance, considering the demand direction of the audience and game manufacturers, to make preparations for the event next year.

Reference List

Eddie M. (2017). E3 Opens To The Public For The First Time Ever, Retrieved from https://www.gamespot.com/articles/e3-opens-to-the-public-for-the-first-time-ever/1100-6447663/ [accessed on May 16, 2017].

Steve W. (2019). E3 2019: Video game industry readies for major annual showcase, Retrieved from https://www.cbsnews.com/news/e3-2019-video-game-industry-readies-for-major-annual-showcase/ [accessed on June 11, 2019].

Andrew G. (2013). Microsoft Details Xbox One Used Games, Always Online, Retrieved from https://uk.ign.com/articles/2013/06/06/microsoft-details-xbox-one-used-games-always-online  [accessed on June 6, 2013].

Todd M. (2017). Geoff Keighley’s lifelong obsession to create a video game Oscars, Retrieved from https://www.latimes.com/entertainment/herocomplex/la-et-hc-game-awards-20171205-story.html [accessed on December 5 , 2017].

Rebekah V. (2018). Seeing the past and future of gaming through The Game Awards, Retrieved from https://www.gamesindustry.biz/articles/2018-12-06-seeing-the-past-and-future-of-gaming-through-the-game-awards [accessed on December 6, 2018].

自我介绍(示例文章)

这是一篇示例文章,最初作为 Blogging University 的组成部分发布。报名参加我们十个项目中的其中一个,立即开始撰写您的博客。

您今天要发布一篇文章。不必担心您的博客的外观。如果您还没有给博客命名或是感到不知所措,也不必担心。只需点击“新文章”按钮,告诉我们您来此处的原因。

为什么要这样做?

  • 因为它能为新读者提供背景信息。让他们了解您是做什么的,他们为什么应该阅读您的博客。
  • 因为这将帮助您专注于自己对博客的想法,以及您想用博客来做什么。

文章可短可长,可以是对您的生活的个性化介绍或是博客宗旨说明,也可以是对未来的宣言或是对希望发布的内容类型的简要概述。

为了帮助您开始撰写,不妨思考以下几个问题:

  • 您为什么要公开写博客,而不是写个人日记?
  • 您认为您会写些什么话题?
  • 您想通过博客和谁联系?
  • 如果您的博客成功写到明年,您想要达到什么目标?

您并非一定要受此限制,博客的一个奇妙之处在于,随着我们学习、成长和与他人互动,它们是会不断演变的,不过如果知道从何处入手以及为何开始,这将会颇有益处,并且明确您的目标可能会激发您写其他一些文章的灵感。

不知道如何开始?只需写下您脑海中闪现的第一件事即可。Anne Lamott 是一位作家,大家都喜欢她写的书。她指出,你要允许自己写出“蹩脚的初稿”。Anne 提出了一个很好的观点,先开始写,之后再去考虑如何编辑。

在您准备发布时,给您的文章贴上三到五个标签来描述您博客的关注点 – 写作、摄影、小说、育儿、美食、汽车、电影、体育等。这些标签将帮助关注您话题的人在阅读器中找到您。确保添加“zerotohero”标签,这样其他新博主也可以找到您。

通过 WordPress.com 设计一个这样的站点
从这里开始