Cantitate/Preț
Produs

Transnational Contexts of Culture, Gender, Class, and Colonialism in Play: Video Games in East Asia: East Asian Popular Culture

Editat de Alexis Pulos, S. Austin Lee
en Limba Engleză Hardback – 4 ian 2017
This book examines the local, regional and transnational contexts of video games through a focused analysis on gaming communities, the ways game design regulates gender and class relations, and the impacts of colonization on game design. The critical interest in games as a cultural artifact is covered by a wide range of interdisciplinary work. To highlight the social impacts of games the first section of the book covers the systems built around high score game competitions, the development of independent game design communities, and the formation of fan communities and cosplay. The second section of the book offers a deeper analysis of game structures, gender and masculinity, and the economic constraints of empire that are built into game design. The final section offers a macro perspective on transnational and colonial discourses built into the cultural structures of East Asian game play.
Citește tot Restrânge

Toate formatele și edițiile

Toate formatele și edițiile Preț Express
Paperback (1) 56263 lei  6-8 săpt.
  Springer International Publishing – 7 iul 2018 56263 lei  6-8 săpt.
Hardback (1) 76230 lei  6-8 săpt.
  Springer International Publishing – 4 ian 2017 76230 lei  6-8 săpt.

Din seria East Asian Popular Culture

Preț: 76230 lei

Preț vechi: 92963 lei
-18% Nou

Puncte Express: 1143

Preț estimativ în valută:
14588 15343$ 12189£

Carte tipărită la comandă

Livrare economică 08-22 ianuarie 25

Preluare comenzi: 021 569.72.76

Specificații

ISBN-13: 9783319438160
ISBN-10: 3319438166
Pagini: 272
Ilustrații: XV, 218 p. 14 illus. in color.
Dimensiuni: 148 x 210 x 20 mm
Greutate: 0.52 kg
Ediția:1st ed. 2016
Editura: Springer International Publishing
Colecția Palgrave Macmillan
Seria East Asian Popular Culture

Locul publicării:Cham, Switzerland

Cuprins

Introduction.- Part I. Gamer Culture.- 1. Bullet Hell: The Globalized Growth of Danmaku Games and the Digital Culture of High Scores and World Records; Mark Johnson.- 2. The Contents Production Fields and Doujin Game Developers in Japan: Creation of Various Game Expressions driven by Non-economic Rewards; Nobushige Hichibe.- 3. From Pioneering Amateur to Tamed Co-operator: Tamed Desires and Untamed Resistance in the Cosplay Scene in China; Anthony Fung.- Part II. Gender and Class.- 4. Making Masculinity: Articulations of Gender and Japaneseness in Japanese RPGs and Machinima; Lucy Glasspool
5. Living the Simple Life: Defining Agricultural-simulation Games through Empire; Fan Zhang.- Part III. Colonialism and Transnationalism.- 6. Virtual Colonialism: Japan’s Others in SoulCalibur; Rachael Hutchinson.- 7. A Chinese Cyber Diaspora: Contact and Identity Negotiation in a Game World; Holin Lin and Chuen-Tsai Sun.- List of Contibutors.- Index.

Notă biografică

Alexis Pulos is Assistant Professor at Northern Kentucky University, USA and teaches games and culture, board game design, and video game analysis. He received his PhD from University of New Mexico where he studied rhetoric, new media, digital games, and film. His current work focuses on the ways player agency is structured through the design and social regulation of rule systems. 

S. Austin Lee is Assistant Professor at Northern Kentucky University, USA. He received his BA from Seoul National University, South Korea and MA/PhD from Michigan State University, USA. His areas of expertise include communication technology and culture and communication. His scholarly work has been published in top academic journals, including Journal of Applied Psychology. He also received the top paper award from the National Communication Association.

Textul de pe ultima copertă

This book examines gamer culture, expressions of gender and class, and issues of colonialism and transnationalism in digital games in East Asia. Focusing on examinations of how video games and the universes they offer create complex hierarchies and unique, subversive interventions in East Asia, Lee and Pulos' volume critically examines how video games can shape cultural contexts and simultaneously react to the cultures that consume them. Contributions range from assessments the culture of game developer groups to representations of ethnicity in characters, with special attention paid to the glocalization of culture, including cultural adoption and adaption.

Caracteristici

A companion to Lee and Pulos' Transnational Contexts of Development History, Sociality, and Society of Play: Video Games in East Asia. Together, these volumes offer an important intervention to the field of Game Studies and East Asian Popular Culture Details how video games create and respond to cultural consumption, and how these interactions bring change to East Asia more broadly in a singular way through the nature of the video game medium Sets different regions' interactions with games into context with one another, with cases ranging from Japan to China