Author: Souvik Mukherjee
Publisher: Bloomsbury Publishing
ISBN: 9354356915
Category : Social Science
Languages : en
Pages : 182
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.
Videogames in the Indian Subcontinent
Author: Souvik Mukherjee
Publisher: Bloomsbury Publishing
ISBN: 9354356915
Category : Social Science
Languages : en
Pages : 182
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.
Publisher: Bloomsbury Publishing
ISBN: 9354356915
Category : Social Science
Languages : en
Pages : 182
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.
The Oxford Handbook of Modern Indian Literatures
Author: Ulka Anjaria
Publisher: Oxford University Press
ISBN: 019764791X
Category : Language Arts & Disciplines
Languages : en
Pages : 745
Book Description
"The Oxford Handbook of Modern Indian Literatures is a compilation of scholarship on Indian literature from the 19th century to the present in a range of Indian languages. On one hand, because of reasons associated with national academic structures, publishing resources, and global visibility, English writing gets privileged over all the other linguistic traditions in the scholarship on Indian literatures. On the other hand, within the scholarship on regional language literary productions (in Hindi, Marathi, Bengali, etc.), the critical works and the surveys focus only on that particular language and therefore frequently suffer from a lack of comparative breadth and/or global access. Both reflect the paradigm of monolingualism within which much literary scholarship on Indian literature takes place. This handbook instead focuses on the multilingual pathways through which modern Indian literature gets constituted. It features cutting-edge literary criticism from at least seventeen languages, and on traditional literary genres as well as more recent ones like graphic novels. It shows the deep connections and collaborations across genres, languages, nations, and regions that produce a literature of diverse contact zones, generating innovations on form, aesthetics, and technique. Foregrounding themes such as modernity and modernism, gender, caste, diaspora, and political resistance, the book collects an array of perspectives on this vast topic"--
Publisher: Oxford University Press
ISBN: 019764791X
Category : Language Arts & Disciplines
Languages : en
Pages : 745
Book Description
"The Oxford Handbook of Modern Indian Literatures is a compilation of scholarship on Indian literature from the 19th century to the present in a range of Indian languages. On one hand, because of reasons associated with national academic structures, publishing resources, and global visibility, English writing gets privileged over all the other linguistic traditions in the scholarship on Indian literatures. On the other hand, within the scholarship on regional language literary productions (in Hindi, Marathi, Bengali, etc.), the critical works and the surveys focus only on that particular language and therefore frequently suffer from a lack of comparative breadth and/or global access. Both reflect the paradigm of monolingualism within which much literary scholarship on Indian literature takes place. This handbook instead focuses on the multilingual pathways through which modern Indian literature gets constituted. It features cutting-edge literary criticism from at least seventeen languages, and on traditional literary genres as well as more recent ones like graphic novels. It shows the deep connections and collaborations across genres, languages, nations, and regions that produce a literature of diverse contact zones, generating innovations on form, aesthetics, and technique. Foregrounding themes such as modernity and modernism, gender, caste, diaspora, and political resistance, the book collects an array of perspectives on this vast topic"--
Video Games and the Global South
Author: Phillip Penix-Tadsen
Publisher: Lulu.com
ISBN: 0359641393
Category : Computers
Languages : en
Pages : 302
Book Description
Video Games and the Global South redefines games and game culture from south to north, analyzing the cultural impact of video games, the growth of game development and the vitality of game cultures across Africa, the Middle East, Central and South America, the Indian subcontinent, Oceania and Asia.
Publisher: Lulu.com
ISBN: 0359641393
Category : Computers
Languages : en
Pages : 302
Book Description
Video Games and the Global South redefines games and game culture from south to north, analyzing the cultural impact of video games, the growth of game development and the vitality of game cultures across Africa, the Middle East, Central and South America, the Indian subcontinent, Oceania and Asia.
Asian Histories and Heritages in Video Games
Author: Yowei Kang
Publisher: Taylor & Francis
ISBN: 1040120997
Category : Games & Activities
Languages : en
Pages : 219
Book Description
This book explores the representations of national Asian histories in digital games. Situated at the intersection of regional game studies and historical game studies, this book offers chapters on histories and heritages of Japan, China, Iran, Iraq, Taiwan, South Korea, Indonesia, Singapore, Turkey, and Russia. The volume looks beyond the diversity of the local histories depicted in games, and the audience reception of these histories, to show a diversity of approaches which can be used in examining historical games– from postcolonialism to identity politics to heritage studies. It demonstrates various methodological approaches to historical/regional game studies: case studies of nationally produced historical games that deal with local history, studies of media reception of history/heritage-themed games, text-mining methods studying attitudes expressed by players of such games, and educational perspectives on games in teaching cultural heritage. Through the lens of videogames, the authors explore how nations struggle with the legacies of war, colonialism and religious strife that have been a part of nation-building - but also how victimized cultures can survive, resist, and sometimes prevail. Appealing primarily to scholars in the fields of game studies, heritage studies, postcolonial criticism, and media studies, this book will be particularly useful for the subfields of historical game studies and postcolonial game studies.
Publisher: Taylor & Francis
ISBN: 1040120997
Category : Games & Activities
Languages : en
Pages : 219
Book Description
This book explores the representations of national Asian histories in digital games. Situated at the intersection of regional game studies and historical game studies, this book offers chapters on histories and heritages of Japan, China, Iran, Iraq, Taiwan, South Korea, Indonesia, Singapore, Turkey, and Russia. The volume looks beyond the diversity of the local histories depicted in games, and the audience reception of these histories, to show a diversity of approaches which can be used in examining historical games– from postcolonialism to identity politics to heritage studies. It demonstrates various methodological approaches to historical/regional game studies: case studies of nationally produced historical games that deal with local history, studies of media reception of history/heritage-themed games, text-mining methods studying attitudes expressed by players of such games, and educational perspectives on games in teaching cultural heritage. Through the lens of videogames, the authors explore how nations struggle with the legacies of war, colonialism and religious strife that have been a part of nation-building - but also how victimized cultures can survive, resist, and sometimes prevail. Appealing primarily to scholars in the fields of game studies, heritage studies, postcolonial criticism, and media studies, this book will be particularly useful for the subfields of historical game studies and postcolonial game studies.
Central and Eastern European Histories and Heritages in Video Games
Author: Michał Mochocki
Publisher: Taylor & Francis
ISBN: 1040164579
Category : Games & Activities
Languages : en
Pages : 244
Book Description
This book explores the representations of Central and Eastern European histories in digital games. Focusing on games that examine a range of national histories and heritages from across Central and Eastern Europe, the volume looks beyond the diversity of the local histories depicted in games, and the audience reception of these histories, to show a diversity of approaches which can be used in examining historical games – from postcolonialism to identity politics to heritage studies. The book includes chapters on Serbia, Poland, Ukraine, Russia, Belarus, Hungary, Estonia, Slovakia, Czechia, Finland, and (a Western guest with regional connections) Luxembourg. Through the lens of video games, the authors address how nations struggle with the legacies of war, colonialism, and religious strife that have been a part of nation-building - but also how victimized cultures can survive, resist, and sometimes prevail. Appealing primarily to scholars in the fields of game studies, heritage studies, postcolonial criticism, and media studies, this book will be particularly useful for the subfields of historical game studies and postcolonial game studies.
Publisher: Taylor & Francis
ISBN: 1040164579
Category : Games & Activities
Languages : en
Pages : 244
Book Description
This book explores the representations of Central and Eastern European histories in digital games. Focusing on games that examine a range of national histories and heritages from across Central and Eastern Europe, the volume looks beyond the diversity of the local histories depicted in games, and the audience reception of these histories, to show a diversity of approaches which can be used in examining historical games – from postcolonialism to identity politics to heritage studies. The book includes chapters on Serbia, Poland, Ukraine, Russia, Belarus, Hungary, Estonia, Slovakia, Czechia, Finland, and (a Western guest with regional connections) Luxembourg. Through the lens of video games, the authors address how nations struggle with the legacies of war, colonialism, and religious strife that have been a part of nation-building - but also how victimized cultures can survive, resist, and sometimes prevail. Appealing primarily to scholars in the fields of game studies, heritage studies, postcolonial criticism, and media studies, this book will be particularly useful for the subfields of historical game studies and postcolonial game studies.
The Routledge Companion to Literary Media
Author: Astrid Ensslin
Publisher: Taylor & Francis
ISBN: 1000902455
Category : Literary Criticism
Languages : en
Pages : 817
Book Description
The Routledge Companion to Literary Media examines the fast-moving present and future of a media ecosystem in which the literary continues to play a vital role. The term ‘literary media’ challenges the tendency to hold the two terms distinct and broadens accepted usage of the literary to include popular cultural forms, emerging technologies and taste cultures, genres, and platforms, as well as traditions and audiences all too often excluded from literary histories and canons. Featuring contributions from leading international scholars and practitioners, the Companion provides a comprehensive guide to existing terms and theories that address the alignment of literature and a variety of media forms. It situates the concept in relation to existing theories and histographies; considers emerging genres and forms such as locative narratives and autofiction; and expands discussion beyond the boundaries by which literary authorship is conventionally defined. Contributors also examine specific production and publishing contexts to provide in-depth analysis of the promotion of literary media materials. The volume further considers reading and other aspects of situated audience engagement, such as Indigenous and oral storytelling, prize and review cultures, book clubs, children, and young adults. This authoritative collection is an invaluable resource for scholars and students working at the intersection of literary and media studies.
Publisher: Taylor & Francis
ISBN: 1000902455
Category : Literary Criticism
Languages : en
Pages : 817
Book Description
The Routledge Companion to Literary Media examines the fast-moving present and future of a media ecosystem in which the literary continues to play a vital role. The term ‘literary media’ challenges the tendency to hold the two terms distinct and broadens accepted usage of the literary to include popular cultural forms, emerging technologies and taste cultures, genres, and platforms, as well as traditions and audiences all too often excluded from literary histories and canons. Featuring contributions from leading international scholars and practitioners, the Companion provides a comprehensive guide to existing terms and theories that address the alignment of literature and a variety of media forms. It situates the concept in relation to existing theories and histographies; considers emerging genres and forms such as locative narratives and autofiction; and expands discussion beyond the boundaries by which literary authorship is conventionally defined. Contributors also examine specific production and publishing contexts to provide in-depth analysis of the promotion of literary media materials. The volume further considers reading and other aspects of situated audience engagement, such as Indigenous and oral storytelling, prize and review cultures, book clubs, children, and young adults. This authoritative collection is an invaluable resource for scholars and students working at the intersection of literary and media studies.
Video Games Around the World
Author: Mark J. P. Wolf
Publisher: MIT Press
ISBN: 0262328496
Category : Games & Activities
Languages : en
Pages : 715
Book Description
Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language. Readers will learn, for example, about the rapid growth of mobile games in Africa; how a meat-packing company held the rights to import the Atari VCS 2600 into Mexico; and how the Indonesian MMORPG Nusantara Online reflects that country's cultural history and folklore. Every country or region's unique conditions provide the context that shapes its national industry; for example, the long history of computer science in the United Kingdom and Scandinavia, the problems of piracy in China, the PC Bangs of South Korea, or the Dutch industry's emphasis on serious games. As these essays demonstrate, local innovation and diversification thrive alongside productions and corporations with global aspirations. Africa • Arab World • Argentina • Australia • Austria • Brazil • Canada • China • Colombia • Czech Republic • Finland • France • Germany • Hong Kong • Hungary • India • Indonesia • Iran • Ireland • Italy • Japan • Mexico • The Netherlands • New Zealand • Peru • Poland • Portugal • Russia • Scandinavia • Singapore • South Korea • Spain • Switzerland • Thailand • Turkey • United Kingdom • United States of America • Uruguay • Venezuela
Publisher: MIT Press
ISBN: 0262328496
Category : Games & Activities
Languages : en
Pages : 715
Book Description
Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language. Readers will learn, for example, about the rapid growth of mobile games in Africa; how a meat-packing company held the rights to import the Atari VCS 2600 into Mexico; and how the Indonesian MMORPG Nusantara Online reflects that country's cultural history and folklore. Every country or region's unique conditions provide the context that shapes its national industry; for example, the long history of computer science in the United Kingdom and Scandinavia, the problems of piracy in China, the PC Bangs of South Korea, or the Dutch industry's emphasis on serious games. As these essays demonstrate, local innovation and diversification thrive alongside productions and corporations with global aspirations. Africa • Arab World • Argentina • Australia • Austria • Brazil • Canada • China • Colombia • Czech Republic • Finland • France • Germany • Hong Kong • Hungary • India • Indonesia • Iran • Ireland • Italy • Japan • Mexico • The Netherlands • New Zealand • Peru • Poland • Portugal • Russia • Scandinavia • Singapore • South Korea • Spain • Switzerland • Thailand • Turkey • United Kingdom • United States of America • Uruguay • Venezuela
Gaming and Gamers in Times of Pandemic
Author: Piotr Siuda
Publisher: Bloomsbury Publishing USA
ISBN:
Category : Computers
Languages : en
Pages : 289
Book Description
This edited collection brings in multiple scholarly perspectives to examine the impact of the pandemic and resulting government policies, especially lockdowns, on one particular cultural sphere: games. The COVID-19 pandemic has impacted virtually every aspect of our lives, regardless of where we live. In the initial months, many industry reports noted the unexpected positive impact on online digital game sales. Games were not just lockdown-proof, but boosted by lockdowns. Stay-at-home orders triggered a rush toward games as an alternative form of entertainment, and the ubiquity of mobile phones allowed wider than ever participation. Gaming and Gamers in Times of Pandemic studies how the COVID-19 pandemic affected game players, game developers, game journalists and game scholars alike in many other ways, starting with the most direct – illness, and sometimes death. Some effects are temporary, others are here to stay.
Publisher: Bloomsbury Publishing USA
ISBN:
Category : Computers
Languages : en
Pages : 289
Book Description
This edited collection brings in multiple scholarly perspectives to examine the impact of the pandemic and resulting government policies, especially lockdowns, on one particular cultural sphere: games. The COVID-19 pandemic has impacted virtually every aspect of our lives, regardless of where we live. In the initial months, many industry reports noted the unexpected positive impact on online digital game sales. Games were not just lockdown-proof, but boosted by lockdowns. Stay-at-home orders triggered a rush toward games as an alternative form of entertainment, and the ubiquity of mobile phones allowed wider than ever participation. Gaming and Gamers in Times of Pandemic studies how the COVID-19 pandemic affected game players, game developers, game journalists and game scholars alike in many other ways, starting with the most direct – illness, and sometimes death. Some effects are temporary, others are here to stay.
Assessing Policy Landscapes in Taxation Dynamics
Author: Dinis, Ana Arromba
Publisher: IGI Global
ISBN:
Category : Law
Languages : en
Pages : 670
Book Description
As fiscal policies become increasingly central to driving sustainable development, the need for innovative tax reforms is more urgent than ever. Taxation policies play a pivotal role in shaping economies, driving sustainable development, and addressing societal inequities. In the face of global challenges, tax systems must adapt to promote growth, ensure fairness, and respond to the socio-economic needs of diverse populations. Assessing Policy Landscapes in Taxation Dynamics offers an in-depth exploration of taxation strategies, illuminating how they can shape a more sustainable and inclusive future. The chapters delve into various dimensions of tax policy from multiple international perspectives, providing invaluable insights into the evolving landscapes of taxation worldwide. Designed with policymakers and academics in mind, this book examines essential tax reform possibilities and essential considerations to ensure a deep understanding of the dynamic relationship between taxation policies and social growth.
Publisher: IGI Global
ISBN:
Category : Law
Languages : en
Pages : 670
Book Description
As fiscal policies become increasingly central to driving sustainable development, the need for innovative tax reforms is more urgent than ever. Taxation policies play a pivotal role in shaping economies, driving sustainable development, and addressing societal inequities. In the face of global challenges, tax systems must adapt to promote growth, ensure fairness, and respond to the socio-economic needs of diverse populations. Assessing Policy Landscapes in Taxation Dynamics offers an in-depth exploration of taxation strategies, illuminating how they can shape a more sustainable and inclusive future. The chapters delve into various dimensions of tax policy from multiple international perspectives, providing invaluable insights into the evolving landscapes of taxation worldwide. Designed with policymakers and academics in mind, this book examines essential tax reform possibilities and essential considerations to ensure a deep understanding of the dynamic relationship between taxation policies and social growth.
Digital Culture & Society (DCS)
Author: Pablo Abend
Publisher: transcript Verlag
ISBN: 3839444780
Category : Social Science
Languages : en
Pages : 213
Book Description
Digital Culture & Society is a refereed, international journal, fostering discussion about the ways in which digital technologies, platforms and applications reconfigure daily lives and practices. It offers a forum for inquiries into digital media theory, methodologies, and socio-technological developments. This issue presents empirical studies as well as theoretical and methodological reflections on inequalities and divides in digital cultures. From various (inter-)disciplinary perspectives, the authors examine three main themes - inequality of access, inequality by design and discursive divides, and inequality by algorithms - while suggesting ways for research to move beyond these.
Publisher: transcript Verlag
ISBN: 3839444780
Category : Social Science
Languages : en
Pages : 213
Book Description
Digital Culture & Society is a refereed, international journal, fostering discussion about the ways in which digital technologies, platforms and applications reconfigure daily lives and practices. It offers a forum for inquiries into digital media theory, methodologies, and socio-technological developments. This issue presents empirical studies as well as theoretical and methodological reflections on inequalities and divides in digital cultures. From various (inter-)disciplinary perspectives, the authors examine three main themes - inequality of access, inequality by design and discursive divides, and inequality by algorithms - while suggesting ways for research to move beyond these.