Cantitate/Preț
Produs

Transnational Contexts of Development History, Sociality, and Society of Play: Video Games in East Asia: East Asian Popular Culture

Editat de S. Austin Lee, Alexis Pulos
en Limba Engleză Hardback – 31 ian 2017
This book examines the historical background of game development, offline and online gamer interactions, and presents a method to study the health impacts of digital games in East Asia. Focusing on examinations of how video games shape external interactions with the world as well as internal spaces, Lee and Pulos' volume brings together a range of approaches and regions to understand the impact of video games in East Asia and beyond. Contributions range from assessments of Nintendo's lasting technological impact in Japan and globally to analyses of mobile social gaming among teenage girls in Korea, with qualitative and quantitative methodologies set in contact with one another to offer a full spectrum of perspectives on video gaming and its profound cultural impact.
Citește tot Restrânge

Toate formatele și edițiile

Toate formatele și edițiile Preț Express
Paperback (1) 68487 lei  6-8 săpt.
  Springer International Publishing – 17 iul 2018 68487 lei  6-8 săpt.
Hardback (1) 69278 lei  6-8 săpt.
  Springer International Publishing – 31 ian 2017 69278 lei  6-8 săpt.

Din seria East Asian Popular Culture

Preț: 69278 lei

Preț vechi: 84485 lei
-18% Nou

Puncte Express: 1039

Preț estimativ în valută:
13262 14447$ 11126£

Carte tipărită la comandă

Livrare economică 18 decembrie 24 - 01 ianuarie 25

Preluare comenzi: 021 569.72.76

Specificații

ISBN-13: 9783319438191
ISBN-10: 3319438190
Pagini: 260
Ilustrații: XV, 243 p. 32 illus. in color.
Dimensiuni: 148 x 210 x 19 mm
Greutate: 0.55 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. History.- 1. Developing History of the Japanese Video Game Industry; Mariko Koizumi.- 2. It’s Dangerous to Go Alone! Take this (New Technology): Nintendo’s Impact on the Technological Landscape of the Video Gaming Industry; Arielle Goldberg.- Part II. Mobile Social Games.- 3. In-game Purchases and Event Features of Mobile Social Games in Japan; Akiko Shibuya.- 4. Bowling Online: Mobile Social Games for Korean Teen Girls; Hogeun Seo.- 5. Database Production: Planners and Players in a Japanese Mobile Game Studio; Bryan Hartzheim.- Part III. Social Impacts.- 6. Hong Kong Net-bar Youth Gaming: A Labeling Perspective; Sara Liao.- 7. Development of an Internet Gaming Addiction Scale Based on the DSM-5’s Nine Diagnostic Criteria with South Korean Gamer Samples; Hongsik Yu.- List of Contributors.- Index.

Notă biografică

S. Austin Lee is Assistant Professor at Northern Kentucky University, USA. He received his BA from Seoul National University, South Korea and MA/Ph.D. 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.
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 Ph.D. 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.

Textul de pe ultima copertă

This book examines the development and prominence of video games within historical, industrial, and social contexts of East Asia, the largest global market for the video game industry. The book overviews the history of video game technology and industry, examines recent trends in mobile social games, and discusses social impacts of video games in East Asian contexts. The first part overviews the history of video game industry and the technological landscape of video games. The second part examines the recent trend in social mobile games and how developers and players interact in this new gaming sphere. The last part of the book discusses the social impacts of video games in East Asian context through both quantitative and qualitative lenses.

Caracteristici

A companion to Lee and Pulos' Transnational Contexts of Culture, Gender, Class, and Colonialism 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 Offers in-depth insights to key contemporary questions in the Game Studies and East Asian Popular Culture fields Brings together a global group of scholars from a variety of disciplines to collaborate on the state of the area, its past, and its future