語系:
繁體中文
English
說明(常見問題)
回圖書館首頁
手機版館藏查詢
登入
回首頁
切換:
標籤
|
MARC模式
|
ISBD
Transnational contexts of culture, g...
~
Pulos, Alexis.
FindBook
Google Book
Amazon
博客來
Transnational contexts of culture, gender, class, and colonialism in play = video games in East Asia /
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Transnational contexts of culture, gender, class, and colonialism in play/ edited by Alexis Pulos, S. Austin Lee.
其他題名:
video games in East Asia /
其他作者:
Pulos, Alexis.
出版者:
Cham :Springer International Publishing : : 2016.,
面頁冊數:
xv, 218 p. :ill., digital ;24 cm.
內容註:
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.
Contained By:
Springer eBooks
標題:
Video games - Social aspects - East Asia. -
電子資源:
http://dx.doi.org/10.1007/978-3-319-43817-7
ISBN:
9783319438177
Transnational contexts of culture, gender, class, and colonialism in play = video games in East Asia /
Transnational contexts of culture, gender, class, and colonialism in play
video games in East Asia /[electronic resource] :edited by Alexis Pulos, S. Austin Lee. - Cham :Springer International Publishing :2016. - xv, 218 p. :ill., digital ;24 cm. - East Asian popular culture. - East Asian popular culture..
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.
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.
ISBN: 9783319438177
Standard No.: 10.1007/978-3-319-43817-7doiSubjects--Topical Terms:
3206135
Video games
--Social aspects--East Asia.
LC Class. No.: GV1469.34.S52 / T73 2016
Dewey Class. No.: 794.8095
Transnational contexts of culture, gender, class, and colonialism in play = video games in East Asia /
LDR
:02706nmm a2200325 a 4500
001
2082573
003
DE-He213
005
20161224145500.0
006
m d
007
cr nn 008maaau
008
170717s2016 gw s 0 eng d
020
$a
9783319438177
$q
(electronic bk.)
020
$a
9783319438160
$q
(paper)
024
7
$a
10.1007/978-3-319-43817-7
$2
doi
035
$a
978-3-319-43817-7
040
$a
GP
$c
GP
041
0
$a
eng
050
4
$a
GV1469.34.S52
$b
T73 2016
072
7
$a
JFC
$2
bicssc
072
7
$a
SOC000000
$2
bisacsh
082
0 4
$a
794.8095
$2
23
090
$a
GV1469.34.S52
$b
T772 2016
245
0 0
$a
Transnational contexts of culture, gender, class, and colonialism in play
$h
[electronic resource] :
$b
video games in East Asia /
$c
edited by Alexis Pulos, S. Austin Lee.
260
$a
Cham :
$b
Springer International Publishing :
$b
Imprint: Palgrave Macmillan,
$c
2016.
300
$a
xv, 218 p. :
$b
ill., digital ;
$c
24 cm.
490
1
$a
East Asian popular culture
505
0
$a
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.
520
$a
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.
650
0
$a
Video games
$x
Social aspects
$z
East Asia.
$3
3206135
650
1 4
$a
Cultural and Media Studies.
$3
2165732
650
2 4
$a
Asian Culture.
$3
2191596
650
2 4
$a
Media and Communication.
$3
2187136
650
2 4
$a
Asian Politics.
$3
2191699
650
2 4
$a
Gender Studies.
$3
898693
650
2 4
$a
Imperialism and Colonialism.
$3
2181977
700
1
$a
Pulos, Alexis.
$3
3206133
700
1
$a
Lee, S. Austin.
$3
3206134
710
2
$a
SpringerLink (Online service)
$3
836513
773
0
$t
Springer eBooks
830
0
$a
East Asian popular culture.
$3
2200213
856
4 0
$u
http://dx.doi.org/10.1007/978-3-319-43817-7
950
$a
Literature, Cultural and Media Studies (Springer-41173)
筆 0 讀者評論
館藏地:
全部
電子資源
出版年:
卷號:
館藏
1 筆 • 頁數 1 •
1
條碼號
典藏地名稱
館藏流通類別
資料類型
索書號
使用類型
借閱狀態
預約狀態
備註欄
附件
W9313101
電子資源
11.線上閱覽_V
電子書
EB GV1469.34.S52 T772 2016
一般使用(Normal)
在架
0
1 筆 • 頁數 1 •
1
多媒體
評論
新增評論
分享你的心得
Export
取書館
處理中
...
變更密碼
登入