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 Pulosen Limba Engleză Hardback – 31 ian 2017
Toate formatele și edițiile | Preț | Express |
---|---|---|
Paperback (1) | 702.35 lei 6-8 săpt. | |
Springer International Publishing – 17 iul 2018 | 702.35 lei 6-8 săpt. | |
Hardback (1) | 710.45 lei 6-8 săpt. | |
Springer International Publishing – 31 ian 2017 | 710.45 lei 6-8 săpt. |
Din seria East Asian Popular Culture
- 9% Preț: 814.94 lei
- Preț: 336.07 lei
- 18% Preț: 863.47 lei
- 18% Preț: 758.92 lei
- 18% Preț: 762.30 lei
- 15% Preț: 568.34 lei
- 15% Preț: 626.99 lei
- 15% Preț: 687.19 lei
- 15% Preț: 490.88 lei
- 15% Preț: 570.90 lei
- 18% Preț: 772.56 lei
- 15% Preț: 566.76 lei
- 15% Preț: 505.73 lei
- 15% Preț: 564.52 lei
- 15% Preț: 566.13 lei
- 15% Preț: 562.78 lei
- Preț: 367.77 lei
- 9% Preț: 740.88 lei
- Preț: 367.77 lei
- 15% Preț: 672.11 lei
- 15% Preț: 623.02 lei
- 18% Preț: 754.62 lei
- 15% Preț: 623.96 lei
- 18% Preț: 708.02 lei
- 15% Preț: 675.42 lei
- 18% Preț: 705.24 lei
Preț: 710.45 lei
Preț vechi: 866.41 lei
-18% Nou
Puncte Express: 1066
Preț estimativ în valută:
135.95€ • 142.99$ • 113.60£
135.95€ • 142.99$ • 113.60£
Carte tipărită la comandă
Livrare economică 08-22 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
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.
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