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Book The Chinese Video Game Industry

Download or read book The Chinese Video Game Industry written by Feng Chen and published by Palgrave Macmillan. This book was released on 2024-01-03 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: ​ 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.

Book Games Industry in China  Economic and Political Factors

Download or read book Games Industry in China Economic and Political Factors written by Stephen Mokaya and published by GRIN Verlag. This book was released on 2023-01-02 with total page 22 pages. Available in PDF, EPUB and Kindle. Book excerpt: Academic Paper from the year 2022 in the subject Communications - Miscellaneous, , language: English, abstract: The gaming industry is particularly prominent in China, with various factors contributing to its success. A critical analysis of the impacts and factors that influenced the sector's prominence is relevant in exposing both the opportunities and challenges of the gaming industry in China.

Book The Chinese Video Game Industry

Download or read book The Chinese Video Game Industry written by Feng Chen and published by Springer Nature. This book was released on 2024-02-03 with total page 296 pages. Available in PDF, EPUB and Kindle. Book excerpt: ​ 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.

Book Cultural Policy and East Asian Rivalry

Download or read book Cultural Policy and East Asian Rivalry written by Anthony Y. H. Fung and published by Rowman & Littlefield. This book was released on 2018-05-01 with total page 170 pages. Available in PDF, EPUB and Kindle. Book excerpt: Hong Kong was once an established hub of creativity in Asia recognized internationally for its cinema, Bruce Lee and Kung Fu. Cantopop, its particular form of pop music, was popular throughout China and East Asia from the 1970s. So why is Hong Kong’s creative industry today in a state of stagnation? Cultural Policy and East Asian Rivalry unravels the challenges faced by the creative industries in Hong Kong in relation to the wider East Asian context in countries including Singapore, Japan, Korea, Vietnam, Malaysia and China. Based on a four-year study of the gaming industry in Hong Kong, this book explores the barriers that creative industries face in the region. Fung argues that a lack of cultural policy in Hong Kong has damaged the gaming industry and by extension all creative industries in the region by rendering them uncompetitive. Conversely, the growing strength of cultural policy in other countries across the region has created further barriers for the industry.

Book Global Game Industries and Cultural Policy

Download or read book Global Game Industries and Cultural Policy written by Anthony Fung and published by Springer. This book was released on 2017-02-10 with total page 340 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the first book that sheds light on global game industries and cultural policy. The scope covers the emerging and converging theory and models on cultural industries and its development, and their connection to national cultural policy and globalization. The primary focus of the book is on Asian cultural policy and industries while there are implicit comparisons throughout the book to compare Asia to other global markets. This book is aimed at advanced undergraduates, graduate students and faculty members in programs addressing cultural policy and digital games. It will also be of interest to those within the cultural policy community and to digital games professionals.

Book Video Games and the Global South

Download or read book Video Games and the Global South written by Phillip Penix-Tadsen and published by Lulu.com. This book was released on 2019-05-17 with total page 302 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Gaming Globally

Download or read book Gaming Globally written by N. Huntemann and published by Springer. This book was released on 2016-01-26 with total page 388 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games are inherently transnational by virtue of industrial, textual, and player practices. The contributors touch upon nations not usually examined by game studies - including the former Czechoslovakia, Turkey, India, and Brazil - and also add new perspectives to the global hubs of China, Singapore, Australia, Japan, and the United States.

Book Creative Economies  Creative Cities

Download or read book Creative Economies Creative Cities written by Lily Kong and published by Springer Science & Business Media. This book was released on 2009-05-19 with total page 232 pages. Available in PDF, EPUB and Kindle. Book excerpt: Justin O’Connor and Lily Kong The cultural and creative industries have become increasingly prominent in many policy agendas in recent years. Not only have governments identified the growing consumer potential for cultural/creative industry products in the home market, they have also seen the creative industry agenda as central to the growth of external m- kets. This agenda stresses creativity, innovation, small business growth, and access to global markets – all central to a wider agenda of moving from cheap manufacture towards high value-added products and services. The increasing importance of cultural and creative industries in national and city policy agendas is evident in Hong Kong, Singapore, Taiwan, South Korea, Beijing, Shanghai and Guangzhou, Australia, and New Zealand, and in more nascent ways in cities such as Chongqing and Wuhan. Much of the thinking in these cities/ countries has derived from the European and North American policy landscape. Policy debate in Europe and North America has been marked by ambiguities and tensions around the connections between cultural and economic policy which the creative industry agenda posits. These become more marked because the key dr- ers of the creative economy are the larger metropolitan areas, so that cultural and economic policy also then intersect with urban planning, policy and governance.

Book Video Games Around the World

Download or read book Video Games Around the World written by Mark J. P. Wolf and published by MIT Press. This book was released on 2015-05-01 with total page 715 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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

Book Mobile Gaming in Asia

Download or read book Mobile Gaming in Asia written by Dal Yong Jin and published by Springer. This book was released on 2016-07-29 with total page 247 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book analyzes mobile gaming in the Asian context and looks into a hitherto neglected focus of inquiry – a localized mobile landscape, with particular reference to young Asians’ engagement with mobile gaming. This edition focuses not only on the remarkable success of local mobile games, but also on the significance of social milieu in the development of Asian mobile technologies and gaming culture. It analyzes the growth of the current mobile technologies and mobile gaming not as separate but as continuous developments in tandem with the digital economy. It is of interest to both academics and a broader readership from the business, government, and information technology sectors

Book China Gaming Industry Investment and Business Guide Volume 1 Macao Gaming Industry  Strategic Information and Regulations

Download or read book China Gaming Industry Investment and Business Guide Volume 1 Macao Gaming Industry Strategic Information and Regulations written by IBP USA and published by Lulu.com. This book was released on with total page 278 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Electronic Sports Industry in China

Download or read book Electronic Sports Industry in China written by Peng Duan and published by Springer Nature. This book was released on 2023-02-21 with total page 242 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents a series of studies on the status quo, characteristics of and trends in China’s eSports industry, while also analyzing key problems to help the industry avoid potential risks, seize opportunities for development, and promote industrial drivers. In addition, it puts forward feasible plans and strategic suggestions for high-quality innovation and development of the industry. Electronic sports or eSports refers to digital entertainment activities that combine technological, sports, cultural and social aspects, and which have a unique commercial and user value. With their rapid growth in this century, eSports are now an emerging sector with huge growth potential and room for innovation. In 2020, China’s eSports industry led the globe in growth rates; contributing roughly RMB 75.198 billion, it brought considerable new momentum to the national economy. As a new cultural phenomenon, eSports are politically, economically, culturally, and socially suited to helping use information technologies to restructure human social activities. The emergence and spread of an eSports culture embody the richness of subcultural phenomena and the importance of multicultural spaces, while also having a positive effect on people’s competitive spirit, intelligence, aesthetic tastes, etc. However, during the COVID-19 pandemic, China’s eSports industry has faced a host of problems, e.g. postponed competitions, management difficulties and brand devaluation, all of which have hampered its progress. Nevertheless, the number of Chinese eSports users is on the rise and the online market share is climbing steadily, establishing a user base for the industry. Moreover, new technological advances like 5G, VR and AR offer a wealth of new opportunities for innovation in China’s eSports industry. The book encourages readers to approach the topic from various perspectives and think across disciplines. As a result, it is not only essential reading for students at colleges and universities, but also offers a valuable reference guide for eSports researchers and enthusiasts.

Book Gaming Cultures and Place in Asia Pacific

Download or read book Gaming Cultures and Place in Asia Pacific written by Larissa Hjorth and published by Routledge. This book was released on 2009-06-24 with total page 314 pages. Available in PDF, EPUB and Kindle. Book excerpt: This collection explores the politics of game play and its cultural context by focusing on the Asia-Pacific region. Drawing from micro ethnographic studies to macro political economy analysis of techno-nationalisms and transcultural flows of cultural capital, it provides an interdisciplinary model for thinking through the politics of gaming.

Book Digital International Relations

Download or read book Digital International Relations written by Andrey Baykov and published by Springer Nature. This book was released on with total page 369 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Game Production Studies

    Book Details:
  • Author : Olli Sotamaa
  • Publisher :
  • Release : 2021-03-18
  • ISBN : 9789463725439
  • Pages : pages

Download or read book Game Production Studies written by Olli Sotamaa and published by . This book was released on 2021-03-18 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: 1. Production as a major factor of video game culture Media research often revolves around the triumvirate of texts, audiences, and industries as its main focal points. Writing in 2017, Aphra Kerr, the leading expert on video game industry, noted that video game production is an understudied area both in game studies and in media studies more broadly, especially when compared to how much has been written games and players. This edited collection aims to address this research gap by zooming in on particular issues connected to labor, development, publishing, and monetization and catch up on other areas of research, such as screen studies, which started paying attention to production decades ago. 2. A contextualized treatment of video game production As the first collection to exclusively focus on video game production, Game Production Studies offers a unique package of 16 chapters, which explore major themes of labor, development, publishing, and monetization. Building upon the rich foundations of production studies, the collection combines various methodological approaches in order to analyze the cultural practices of video game production. Altogether, it tackles a wide range of issues and topics and aspires to provide the go-to resource for anyone interested in video game production. 3. Timely case studies from across the world This edited collection brings together 16 all-new essays based on empirical research carried out in recent years across the world. Our contributors present case studies from Canada, China, Finland, France, Germany, Poland, and the US among other countries. Considering how fast the video game production networks are evolving, the collection provides both timely discussion of new trends and phenomena such as boutique publishers, in-game monetization regulation, or game jam natives and also historical probes into particular industries, which address the wider socio-historical context of these changes.

Book Urban Youth in China  Modernity  the Internet and the Self

Download or read book Urban Youth in China Modernity the Internet and the Self written by Fengshu Liu and published by Routledge. This book was released on 2011-01-25 with total page 415 pages. Available in PDF, EPUB and Kindle. Book excerpt: Fengshu Liu situates the lives of Chinese youth and the growth of the Internet against the backdrop of rapid and profound social transformation in China. In 2008, the total of Internet users in China had reached 253 million (in comparison with 22.5 million in 2001). Yet, despite rapid growth, the Internet in China is so far a predominantly urban-youth phenomenon, with young people under thirty (especially those under twenty-four), mostly members of the only-child generation, as the main group of the netizens’ population. As both youth and the Internet hold the potential to inflict, or at least contribute to, far-reaching economic, social, cultural, and political changes, this book fulfills a pressing need for a systematical investigation of how youth and the Internet are interacting with each other in a Chinese context. In so doing, Liu sheds light on what it means to be a Chinese today, how ‘Chineseness’ may be (re)constructed in the Internet Age, and what the implications of the emerging form of identity are for contemporary and future Chinese societies as well as the world.

Book Videolised Society

Download or read book Videolised Society written by Jian Meng and published by Springer Nature. This book was released on 2023-12-26 with total page 354 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book traces the development of video (especially short video, duan shipin) in China over the past few years, exploring how these videos engaged with China’s rapidly changing society, how they enriched existed theories of society, media and communication, and new theories to be extracted. The book offers a new, critical model for understanding the relationship between video, video theory, video industry and the State. This book sheds light on the overall description and explanation of the current socio-political, economic and cultural environment concerning the development of video (especially short video). It interprets the emergence of the “Social Videolization” through the subjects of media psychology, communication studies and cultural criticism, media industrial studies, sociology and anthropology.