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Transnational contexts of developmen...
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Lee, S. Austin.
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Transnational contexts of development history, sociality, and society of 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 development history, sociality, and society of play/ edited by S. Austin Lee, Alexis Pulos.
其他題名:
video games in East Asia /
其他作者:
Lee, S. Austin.
出版者:
Cham :Springer International Publishing : : 2016.,
面頁冊數:
xv, 243 p. :ill., digital ;24 cm.
內容註:
.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.
Contained By:
Springer eBooks
標題:
Video games - East Asia. -
電子資源:
http://dx.doi.org/10.1007/978-3-319-43820-7
ISBN:
9783319438207
Transnational contexts of development history, sociality, and society of play = video games in East Asia /
Transnational contexts of development history, sociality, and society of play
video games in East Asia /[electronic resource] :edited by S. Austin Lee, Alexis Pulos. - Cham :Springer International Publishing :2016. - xv, 243 p. :ill., digital ;24 cm. - East Asian popular culture. - East Asian popular culture..
.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.
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.
ISBN: 9783319438207
Standard No.: 10.1007/978-3-319-43820-7doiSubjects--Topical Terms:
3210046
Video games
--East Asia.
LC Class. No.: GV1469.3 / .T73 2016
Dewey Class. No.: 794.8092
Transnational contexts of development history, sociality, and society of play = video games in East Asia /
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.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.
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