Lecture Notes in Education Psychology and Public Media
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December 6, 2021
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February 22, 2023, Good News! Welcome Dr. Nafhesa Ali from Northumbria
University to give a speech at The 2nd International Conference on
Interdisciplinary Humanities and Communication Studies (ICIHCS 2023)!
The International Conference on Social Psychology and Humanity Studies (ICSPHS
2023) will be held online on April 24, 2023.
February 21, 2023, Good News! Welcome Dr. Nafhesa Ali from Northumbria
University to give a speech at The International Conference on Social Psychology
and Humanity Studies (ICSPHS 2023)!
The 4th International Conference on Educational Innovation and Philosophical
Inquiries (ICEIPI 2023) will be held on August 7, 2023.
November 30, 2022, Good News! The International Conference on Interdisciplinary
Humanities and Communication Studies (ICIHCS 2022) will be held on December 18,
2022.
This paper introduces the term "Freakalization" to describe the psychological process where individuals distort the image of others in their minds, perceiving them as "freaks" due to perceived differences such as race, ideology, or physical characteristics. Freakalization encapsulates the unjust labeling and marginalization of individuals who deviate from societal norms. The paper examines the mechanisms of freakalization, including media representation, cultural narratives, social interactions, and institutional policies. It also discusses the factors contributing to freakalization, such as race, disability, and ideology. Through historical and contemporary case studies, the paper illustrates the manifestations and consequences of freakalization. By understanding and addressing freakalization, the paper aims to foster a more inclusive and empathetic society.
In the 21st century, rapid technological development and changes in the times have made international competition increasingly fierce. The Finnish education system has been highly regarded for its excellent quality of teaching, unique education concepts, and innovative education policies. Through comparative analyses of the Finnish education system, this study finds that the key to its success lies in its unique 'all-inclusive' education system, flexible and reasonable education policies, and comprehensive financial aid system. Compared with Finland, China's education is developing continuously, but there are still many problems. For example, unequal distribution of education resources, uneven quality of education, and poor implementation of education policies are still prevalent. Therefore, this study needs to draw inspiration from Finland's successful experience to further improve China's education system and policies. Taking into account the Finnish experience in reforming the education system, China can carry out education reform by upgrading the links between vocational and academic education, formulating reasonable and flexible education policies, and establishing a sound system of relevant student subsidies.
With the rapid development of e-sports and online games, shooting games have received significant global attention and popularity. This article uses the research methodology of literature review to conduct a comprehensive analysis of the disparities and attributes of the two shooting games, Counter-Strike 2 (CS2) and Valorant, in terms of gameplay, community engagement, and business strategy. Through detailed analysis, this article finds that Valorant emphasizes character diversity and innovative skill systems in game design to enhance the strategy and interactivity of the game; while CS2 retains the fundamental aspects of traditional first-person shooting games, such as precise tactical execution and technical requirements, focusing on the technical depth and operational difficulty of the game. In terms of business model, CS2 continues the open market system for skin trading , fostering economic interaction among players. In contrast, Valorant adopts a more closed and direct sales approach, offering exclusive skins at fixed prices, and exerting control over the market. This research serves as a valuable resource for game developers in shaping future game design and market strategy, and it also introduces a new theoretical perspective to the field of game research, enhancing the understand of how different game designs influence player behavior and market response.
A blind box is a kind of pop toy that is like a small sculpture, people don’t know what is inside the box until they open it. Because of the rapid change in the consumption trend and the rise of a new generation of consumer groups, blind boxes, especially the Pop Mart blind box series have become one of the most popular products among young people. However, the product itself doesn’t have many practical uses, So what makes the toy so welcome among their target groups, and what attracts the people to buy those useless toys? The articles use Pop Mart (Representative of the blind box industry) as an example, trying to figure out which kinds of people are the aim group for the blind box and what people gain when they buy the blind box. According to the analysis for both internal and external reasons, some suggestions are provided in the conclusion part, to help the blind box industry grow to a better future, and achieve sustainable success.