The Chinese Video Game Industry

The Chinese Video Game Industry PDF Author: Feng Chen
Publisher: Springer Nature
ISBN: 3031415043
Category : Social Science
Languages : en
Pages : 296

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Book Description
​ The recent and dramatic development of China’s economy and international political muscle is especially pronounced in the country’s video game industry. Now the largest of its kind in the world by gross revenue, the Chinese video game industry impacts every player in the global game market and has begun to directly influence the nature of the video game medium itself. From its conceptualization of the player as a category and commodity, to its approach to the design, development, and marketing of products and services, the Chinese game industry is engaging in a complex, innovative, and fascinating reimagining of the video game as a cultural and industrial force. The purpose of The Chinese Video Game Industry is to help introduce and investigate this industrial and cultural powerhouse. The book’s contributors array the industry across its history, economics, organization, politics, and cultures, documenting its rise, exploring its operational, cultural, and aesthetic characteristics, and capturing its context vis-à-vis the global media landscape. In so doing, the contributors provide a robust resource for anyone interested in studying, building, or even simply appreciating games.

The Chinese Video Game Industry

The Chinese Video Game Industry PDF Author: Feng Chen
Publisher: Springer Nature
ISBN: 3031415043
Category : Social Science
Languages : en
Pages : 296

Get Book Here

Book Description
​ The recent and dramatic development of China’s economy and international political muscle is especially pronounced in the country’s video game industry. Now the largest of its kind in the world by gross revenue, the Chinese video game industry impacts every player in the global game market and has begun to directly influence the nature of the video game medium itself. From its conceptualization of the player as a category and commodity, to its approach to the design, development, and marketing of products and services, the Chinese game industry is engaging in a complex, innovative, and fascinating reimagining of the video game as a cultural and industrial force. The purpose of The Chinese Video Game Industry is to help introduce and investigate this industrial and cultural powerhouse. The book’s contributors array the industry across its history, economics, organization, politics, and cultures, documenting its rise, exploring its operational, cultural, and aesthetic characteristics, and capturing its context vis-à-vis the global media landscape. In so doing, the contributors provide a robust resource for anyone interested in studying, building, or even simply appreciating games.

The Chinese Video Game Industry

The Chinese Video Game Industry PDF Author: Feng Chen
Publisher: Palgrave Macmillan
ISBN: 9783031415036
Category : Social Science
Languages : en
Pages : 0

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Book Description
​ The recent and dramatic development of China’s economy and international political muscle is especially pronounced in the country’s video game industry. Now the largest of its kind in the world by gross revenue, the Chinese video game industry impacts every player in the global game market and has begun to directly influence the nature of the video game medium itself. From its conceptualization of the player as a category and commodity, to its approach to the design, development, and marketing of products and services, the Chinese game industry is engaging in a complex, innovative, and fascinating reimagining of the video game as a cultural and industrial force. The purpose of The Chinese Video Game Industry is to help introduce and investigate this industrial and cultural powerhouse. The book’s contributors array the industry across its history, economics, organization, politics, and cultures, documenting its rise, exploring its operational, cultural, and aesthetic characteristics, and capturing its context vis-à-vis the global media landscape. In so doing, the contributors provide a robust resource for anyone interested in studying, building, or even simply appreciating games.

Video Games Around the World

Video Games Around the World PDF Author: Mark J. P. Wolf
Publisher: MIT Press
ISBN: 0262328496
Category : Games & Activities
Languages : en
Pages : 715

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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

Social Identity and Discourses in Chinese Digital Communication

Social Identity and Discourses in Chinese Digital Communication PDF Author: Hongqiang Zhu
Publisher: Taylor & Francis
ISBN: 1040147259
Category : Language Arts & Disciplines
Languages : en
Pages : 248

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Book Description
Examining how diverse social identities are constructed in digital communication in China, this edited collection provides a multidimensional exploration of the diverse, discursive forms and practices used to construct and present the “self” online. Contributing authors provide analyses of China’s digital communication platforms, such as social media platforms, news websites and short video applications, drawing from a wealth of data to study daily practices of digital performance of identity and maintenance of social bonds. Comprised of nine chapters, this essential volume is divided into three distinct sections, taking a hierarchical approach to analysing social identities within Chinese digital communication at the micro, meso and macro levels. Diverse methodologies are applied throughout, incorporating insights from both linguistic theories and semiotic or textually oriented analyses, while also considering the wider societal contexts. Readers are encouraged to analyse the main features of this digital culture and to investigate how language and discourse are encountered through media. This book will be of value to a wide variety of scholars and students in sociolinguistics, communication studies and Asian studies.

Video Games and the Global South

Video Games and the Global South PDF Author: Phillip Penix-Tadsen
Publisher: Lulu.com
ISBN: 0359641393
Category : Computers
Languages : en
Pages : 302

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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.

Digital International Relations

Digital International Relations PDF Author: Andrey Baykov
Publisher: Springer Nature
ISBN: 9819934672
Category :
Languages : en
Pages : 369

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Book Description


Transnationalism in East and Southeast Asian Comics Art

Transnationalism in East and Southeast Asian Comics Art PDF Author: John A. Lent
Publisher: Springer Nature
ISBN: 3030952436
Category : Comics & Graphic Novels
Languages : en
Pages : 309

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Book Description
This book explores various aspects of transnationalism and comics art in six East Asian and seven Southeast Asian countries/territories. The 14 richly illustrated chapters embrace comics, cartoons, and animation relative to offshore production, transnational ownership, multinational collaboration, border crossings of comics art creators and characters, expansion of overseas markets, cartoonists in political exile, colonial underpinnings, adaptation of foreign styles and formats, representation of other cultures, and more. Using case studies, historical accounts, descriptive overviews, individual artists’ profiles, and representational analyses, and fascinatingly told through techniques as document use, interviews, observation, and textual analyses, the end result is a thorough, interesting, and compact volume on transnationalism and comics art in East and Southeast Asia.

Digital Transformation: What is the Company of Today?

Digital Transformation: What is the Company of Today? PDF Author: Andrea Bencsik
Publisher: Springer Nature
ISBN: 3031465946
Category : Computers
Languages : en
Pages : 222

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Book Description
This book offers the latest research on organizational management, knowledge management, organizational functioning, organizational digitalization, and other issues of modern company development. The book proposes to look at the pool of these problems through the prism of building various models for implementing digital transformation of business and processes. This book is intended for both young and experienced scientists who want to get acquainted with latest trends and data to use them in their research.

Pop Culture in Asia and Oceania

Pop Culture in Asia and Oceania PDF Author: Jeremy A. Murray
Publisher: Bloomsbury Publishing USA
ISBN:
Category : Social Science
Languages : en
Pages : 382

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Book Description
This ready reference is a comprehensive guide to pop culture in Asia and Oceania, including topics such as top Korean singers, Thailand's sports heroes, and Japanese fashion. This entertaining introduction to Asian pop culture covers the global superstars, music idols, blockbuster films, and current trends—from the eclectic to the underground—of East Asia and South Asia, including China, Japan, Korea, India, the Philippines, Thailand, Vietnam, and Pakistan, as well as Oceania. The rich content features an exploration of the politics and personalities of Bollywood, a look at how baseball became a huge phenomenon in Taiwan and Japan, the ways in which censorship affects social media use in these regions, and the influence of the United States on the movies, music, and Internet in Asia. Topics include contemporary literature, movies, television and radio, the Internet, sports, video games, and fashion. Brief overviews of each topic precede entries featuring key musicians, songs, published works, actors and actresses, popular websites, top athletes, video games, and clothing fads and designers. The book also contains top-ten lists, a chronology of pop culture events, and a bibliography. Sidebars throughout the text provide additional anecdotal information.

Mastering the Game:

Mastering the Game: PDF Author: World Intellectual Property Organization
Publisher: WIPO
ISBN:
Category : Law
Languages : en
Pages : 378

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Book Description
“Mastering the Game” provides professionals in the videogames industry with practical insights and guidance on legal and business issues related to the use of intellectual property protection in this area. The training material takes the reader through all stages of the game development and distribution process pointing out the role of intellectual property in relation to the various uses of the content.