Online Gaming in India

Online Gaming in India PDF Author: Lovely Dasgupta
Publisher: CRC Press
ISBN: 1040166385
Category : Computers
Languages : en
Pages : 265

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Book Description
This book offers a comprehensive overview from diverse perspectives of online gaming technology, policy, and experiments to understand and review the Indian approach. It starts with the technological viewpoint on the governance and regulation of online gaming and includes the Indian experiment in governing and regulating it. The book brings a nuanced approach related to the perspectives of various stakeholders, the players, the developers, the gamers, the regulators, the law enforcement agencies, the industry and most importantly, the consumers, who are also the intended audience of the work. Present a holistic view of the online gaming industry from technical, legal and policymaking perspectives Offers critical technical highlights include Online transactions, online games ecosystem, online games varied platforms, web3, metaverse, AI and Fantasy Games Includes a comparative analysis to evaluate better the laws, rules, and regulations and the governance of online gaming in India Encapsulates the Indian experience in intervening and streamlining the online gaming industry The book is for Professionals and scholars in the fields of Online Gaming in computer science, Law, and other related discipline. It also serves as a textbook for students for Online Gaming courses.

Online Gaming in India

Online Gaming in India PDF Author: Lovely Dasgupta
Publisher: CRC Press
ISBN: 1040166385
Category : Computers
Languages : en
Pages : 265

Get Book Here

Book Description
This book offers a comprehensive overview from diverse perspectives of online gaming technology, policy, and experiments to understand and review the Indian approach. It starts with the technological viewpoint on the governance and regulation of online gaming and includes the Indian experiment in governing and regulating it. The book brings a nuanced approach related to the perspectives of various stakeholders, the players, the developers, the gamers, the regulators, the law enforcement agencies, the industry and most importantly, the consumers, who are also the intended audience of the work. Present a holistic view of the online gaming industry from technical, legal and policymaking perspectives Offers critical technical highlights include Online transactions, online games ecosystem, online games varied platforms, web3, metaverse, AI and Fantasy Games Includes a comparative analysis to evaluate better the laws, rules, and regulations and the governance of online gaming in India Encapsulates the Indian experience in intervening and streamlining the online gaming industry The book is for Professionals and scholars in the fields of Online Gaming in computer science, Law, and other related discipline. It also serves as a textbook for students for Online Gaming courses.

Gaming Culture(s) in India

Gaming Culture(s) in India PDF Author: Aditya Deshbandhu
Publisher: Taylor & Francis
ISBN: 1000082261
Category : Games & Activities
Languages : en
Pages : 200

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Book Description
This volume critically analyzes the multiple lives of the "gamer" in India. It explores the "everyday" of the gaming life from the player’s perspective, not just to understand how the games are consumed but also to analyze how the gamer influences the products’ many (virtual) lives. Using an intensive ethnographic approach and in-depth interviews, this volume situates the practice of gaming under a broader umbrella of digital leisure activities and foregrounds the proliferation of gaming as a new media form and cultural artifact; critically questions the term gamer and the many debates surrounding the gamer tag to expand on how the gaming identity is constructed and expressed; details participants’ gaming habits, practices and contexts from a cultural perspective and analyzes the participants’ responses to emerging industry trends, reflections on playing practices and their relationships to friends, communities and networks in gaming spaces; and examines the offline and online spaces of gaming as sites of contestation between developers of games and the players. A holistic study covering one of the largest video game bases in the world, this volume will be of great interest to scholars and researchers of cultural studies, media and communication studies and science and technology studies, as well as be of great appeal to the general reader.

The Book of Games

The Book of Games PDF Author: Bendik Stang
Publisher: Book of Games
ISBN: 8299737826
Category : Computer games
Languages : en
Pages : 397

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Book Description
This second volume is a compendium of video game synopses as well as a feast for the eyes with literally thousands of vivid, high-resolution screen shots; it provides a comprehensive visual tour through the world of PC and video gaming. Sorted by genre, more than 100 of the latest, most exciting software titles are reviewed with information of interest to players, parents, and industry professionals. Each game is featured in a two-page spread that includes detailed game summaries, analysis, and strategies; nine in-game screen shots; lists of games with similar skill and strategy requirements; appropriate age ran≥ notes ESRB content ratings; complete technological specifications; and more. Feature stories are included throughout the book, covering game-related topics such as multiplayer online gaming, games in movies, and the future of gaming. The book also includes useful reference tools such as an illustrated glossary, an overview of game publishers, and information on current hardware platforms such as Sony's new PS3, Nintendo's Wii, and handheld systems, including the Nintendo DS and Sony PSP.

Inhabiting Cyberspace in India

Inhabiting Cyberspace in India PDF Author: Simi Malhotra
Publisher: Springer Nature
ISBN: 9811599343
Category : Literary Criticism
Languages : en
Pages : 139

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Book Description
This book gathers a selection of essays on the multifaceted aspects of cyber culture in India, both online and offline. It presents an in-depth analysis of cyberspace and its components, while also exploring its lived reality. The respective contributions highlight theoretical perspectives that address questions of relationality regarding all aspects of cyber culture in India, from the physical to the virtual. Bearing in mind India’s vast cultural diversity, which is shaped by different levels of political, social, and economic development, the book offers nuanced studies that analyze the complexities of cyberspace and digital culture in India. The book appeals to all readers interested in technology, cultural studies, online communication networks, feminism, virtual diasporas, and sociology.

CYBERISH

CYBERISH PDF Author: Rakhi R Wadhwani
Publisher: BecomeShakespeare.com
ISBN: 9388930827
Category : Computers
Languages : en
Pages : 341

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Book Description
Cybercrime is a relatively new concern for all of us. As the number of computer owners connected to the internet increases, so too does the opportunity for cybercrime. To fully understand the development of cybercrime one must study the language and culture ofthe internet as well as the pathways that connect users from around the world. This book describes the types of crime generally committed via a computer and the internet. The author deems this knowledge essential to combat the recent surge in internet-related offences. This book begins with the history of cybercrime and relates these to how cybercrime threatens the security of internet users. The stated objective of this book is to give readers a basic understanding of this issue. Though it is full of technical information, its writing style is clear and concise and will not confuse readers with long and unnecessary passages or terminology. Cyberish is made up of various chapters that outline the types and frequencies of various computer crimes currently being committed and the impact that these crimes will likely have in the future. Chapter titles include Cyber-pornography, Identity Theft, Hacking, and Criminal Justice and Cyberspace. Each chapter begins with an explanation of its title and how it applies to the book's overall objective. The author suggests that future efforts should be undertaken to safeguard the information that is frequently stored on electronic media. Overall, this book is designed for every individual who is looking for a quick introduction to the topic of computer crime. It takes basic subtopics of cybercrime and explains them in non-technical, layman's terms. It is small and easily understandable, so its readers will be able to use and reference it whenever needed.

Gaming Law

Gaming Law PDF Author: Julian Harris
Publisher: Sweet & Maxwell
ISBN: 0414024869
Category : Games & Activities
Languages : en
Pages : 365

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Book Description
Gaming Law provides an overview of the law and regulation relating to gambling in important gambling markets and licensing jurisdictions worldwide, with an emphasis on the rapidly evolving online gambling sector. -- Provided by publisher.

151 Essays

151 Essays PDF Author: S C Gupta
Publisher: Arihant Publications India limited
ISBN: 9325294214
Category :
Languages : en
Pages : 470

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Book Description
1. Collection of more than 162 Essays covering various topics 2. Focuses on developing the art of writing essays 3. Guide is divided into 2 Parts 4. First Part focuses on how to write an effective, interesting essays with techniques 5. Second Part contains all the Latest and Updated topics from all fields of life 6 All topics have been penned in a clear and easy language 7. Important Quotations are provided to better essay writting Writing an essay is a perfect art blend of intellect and creativity that needs discipline of mind, analytical power, and good vocabulary to express thoughts in an appropriate context. To craft a purposeful essay, one must have thorough knowledge of topics, expressions, grammatical accuracy and coherence of thoughts all together. With the revised edition of “151 Essays” readers are certainly helped in enhancing capabilities to present subject matter in a concise and organized manner. The essays in this book have been classified under different categories, giving views on every genre. Latest topics have also been covered with accurate facts and data wherever required. Use of simple and standard language has been kept in mind so that students with different caliber are benefited. A separate section has been made for ‘Important Quotations’ so that students can use them in writing essay when they require. This book is highly useful for all kinds of examination from academic to government competition. TOC Contemporary Issues, Social Issues, Political Issues, Economic Issues, Science and Technology, Environmental Issues, Education, Health and Sports, Renowned Personalities, Preverbal and Idiomatic, Miscellaneous Issues, Important Quotations

Videogames in the Indian Subcontinent

Videogames in the Indian Subcontinent PDF Author: Souvik Mukherjee
Publisher: Bloomsbury Publishing
ISBN: 935435971X
Category : Social Science
Languages : en
Pages : 261

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Book Description
Videogames in the Indian Subcontinent: Development, Culture(s) and Representations explores the gaming culture of one of the most culturally diverse and populous regions of the world-the Indian subcontinent. Building on the author's earlier work on videogame culture in India, this book addresses issues of how discussions of equality and diversity sit within videogame studies, particularly in connection with the subcontinent, thereby presenting pioneering research on the videogame cultures of the region. Drawing on a series of player and developer interviews and surveys conducted over the last five years, including some recent ones, this book provides a sense of how games have become a part of the culture of the region despite its huge diversity and plurality and opens up avenues for further study through vignettes and snapshots of the diverse gaming culture. It addresses the rapid rise of videogames as an entertainment medium in South Asia and, as such, also tries to better understand the recent controversies connected to gaming in the region In the process, it aims to make a larger connection between the development of videogames and player culture, in the subcontinent and globally, thus opening up channels for collaboration between the industry and academic research, local and global.

Internet Gambling

Internet Gambling PDF Author: Sally Gainsbury
Publisher: Springer Science & Business Media
ISBN: 1461433908
Category : Psychology
Languages : en
Pages : 154

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Book Description
Internet gambling is one of the fastest growing forms of gambling. Global Internet gambling expenditure is predicted to reach US$33.6 billion in 2011. This is higher than worldwide movie box office revenues and represents 9% of the international gambling market. The rapid increase in expenditure of 354% since 2003 has occurred despite Internet gambling being prohibited in several key markets, including the US and China. It also suggests that current regulation may be somewhat outdated and ineffective as more and more people turn to this mode of gambling. Internet gambling is highly accessible with over 2,400 sites available 24/7 through computers, mobile phones, wireless devices and even interactive televisions. Gamblers can now play casino games, bingo, cards and poker, bet on races, sports and even celebrity weddings using over 199 means of electronic payments without leaving the house. Increasing international jurisdictions are legalizing Internet gambling and the constant accessibility of online gambling has critical social implications. Gambling operators are using aggressive advertising campaigns to move into new markets. Internet gambling appears to be particularly appealing to youth, who are gambling online at substantially higher rates than adults. Furthermore, Internet gambling appears to be related to problem gambling, with rates of problem gambling three to four times higher among Internet than non-Internet gamblers, indicating that it may have a substantial social cost. The anonymity of online sports betting poses a significant threat to the integrity of sport at all levels with increasing allegations of match-fixing and cheating. Estimates suggested that 50% of all bets on the 2010 FIFA World Cup were placed online, worth an estimated £500 million. These figures represent a 700% rise in online betting since the 2006 tournament and included many new players that opened online accounts. It is essential that appropriate responses are made by governments, industry professionals and the public in response to Internet gambling. This book will provide a comprehensive and up-to-date overview of Internet gambling, including the social impact and regulatory options. A global outline will include the characteristics and features of the many forms of Internet gambling, including the current market, and participation, and differences between Internet and non-Internet gambling. Specific regional considerations will be explored including regulatory responses and options. Importantly, the social consequences and costs of Internet gambling will be examined, including the impact of online gambling on sports, youth and problem gambling. Strategies for prevention and responsible gambling will be considered as well as expected trends.

Emerging Technologies and Applications for Cloud-Based Gaming

Emerging Technologies and Applications for Cloud-Based Gaming PDF Author: Krishna, P. Venkata
Publisher: IGI Global
ISBN: 1522505474
Category : Computers
Languages : en
Pages : 336

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Book Description
Online gaming is widely popular and gaining more user attention every day. Computer game industries have made considerable growth in terms of design and development, but the scarcity of hardware resources at player or client side is a major pitfall for the latest high-end multimedia games. Cloud gaming is one proposed solution, allowing the end-user to play games using a variety of platforms with less demanding hardware requirements. Emerging Technologies and Applications for Cloud-Based Gaming explores the opportunities for the gaming industry through the integration of cloud computing. Focusing on design methodologies, fundamental architectures, and the end-user experience, this publication is an essential reference source for IT specialists, game developers, researchers, and graduate-level students.