The Chinese video game industry:
The recent and dramatic development of Chinas economy and international political muscle is especially pronounced in the countrys video game industry. Now the largest of its kind in the world by gross revenue, the Chinese video game industry impacts every player in the global game market and has beg...
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Weitere Verfasser: | , , |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Cham, Switzerland
Palgrave Macmillan
[2024]
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Schriftenreihe: | Palgrave games in context
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Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis Klappentext |
Zusammenfassung: | The recent and dramatic development of Chinas economy and international political muscle is especially pronounced in the countrys video game industry. Now the largest of its kind in the world by gross revenue, the Chinese video game industry impacts every player in the global game market and has begun to directly influence the nature of the video game medium itself. From its conceptualization of the player as a category and commodity, to its approach to the design, development, and marketing of products and services, the Chinese game industry is engaging in a complex, innovative, and fascinating reimagining of the video game as a cultural and industrial force. The purpose of The Chinese Video Game Industry is to help introduce and investigate this industrial and cultural powerhouse. The books contributors array the industry across its history, economics, organization, politics, and cultures, documenting its rise, exploring its operational, cultural, and aesthetic characteristics, and capturing its context vis--vis the global media landscape. In so doing, the contributors provide a robust resource for anyone interested in studying, building, or even simply appreciating games. |
Beschreibung: | xxiii, 286 Seiten Diagramme |
ISBN: | 9783031415036 9783031415067 |
Internformat
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520 | 3 | |a The recent and dramatic development of Chinas economy and international political muscle is especially pronounced in the countrys video game industry. Now the largest of its kind in the world by gross revenue, the Chinese video game industry impacts every player in the global game market and has begun to directly influence the nature of the video game medium itself. From its conceptualization of the player as a category and commodity, to its approach to the design, development, and marketing of products and services, the Chinese game industry is engaging in a complex, innovative, and fascinating reimagining of the video game as a cultural and industrial force. The purpose of The Chinese Video Game Industry is to help introduce and investigate this industrial and cultural powerhouse. The books contributors array the industry across its history, economics, organization, politics, and cultures, documenting its rise, exploring its operational, cultural, and aesthetic characteristics, and capturing its context vis--vis the global media landscape. In so doing, the contributors provide a robust resource for anyone interested in studying, building, or even simply appreciating games. | |
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Datensatz im Suchindex
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adam_text |
1 Introduction Feng Chen, Ken S. McAllister, and Judd Ethan Ruggill Part I History 2 The History of the Twentieth-Century Chinese Game Industry: The Practice of Domestic Games as Evidence Deng Jian 21 23 3 From Game Addiction to Game Culture: The Panorama of Chinese Video Game Research Jing Sun I 4 Internationalization and Post-Orientalism: The Evolution of the Guochao of Contemporary Chinese Video Games 61 Degang Kong Part II Economics, Industrial Organization, and Policy 5 Exploring Cultural Policy and Gaming Entrepreneurship in Shanghai: An Entrepreneurial Ecosystem Perspective Gejun Huang 75 77
6 Online Streaming and Digital Distribution Platforms: The Introduction of Western Games to Chinese Markets Mateusz Felczak 97 7 Japanese Game Company Strategies for Entering China: Comparative Case Studies from 1989 to 2019 117 Akinori Nakamura Part III 141 Player Studies 8 Competition, Emotion, and Socialization: A Study on the In-Game Purchase Mechanism and Player Motivation in Onmyoji 143 Shule Cao and Xinyi Xu 9 Real Emotions in Virtual Play: The Impact of Honor of Kings on Players’ Attitudes Toward and Cognition of Historical Figures 163 Wei He and Yue Li 10 Domesticating Gaming: An In tergenerational Study of Online Gaming Behaviors Among Older Gamers 193 Kui Zhou and Ranran He Part IV 11 12 215 Culture Fan Empowerment and the Voice of the Production Sectors: A Discourse Analysis of the Contemporary Gaming Culture in China Boris L. F. Pun Women’s Esports in Hong Kong Rhys Jones and Hanna Wirman 217 235
13 Media Representations of Older Digital Game Players in China: A Text-Mining Analysis 251 Yowei Kang and Kenneth С. C. Yang Index 271
The recent and dramatic development of China's economy and international political muscle is especially pronounced in the country's video game industry. Now the largest of its kind in the world by gross revenue, the Chinese video game industry impacts every player in the global game market and has begun to directly influence the nature of the video game medium itself. From its conceptualization of the player as a category and commodity, to its approach to the design, development, and marketing of products and services, the Chinese game industry is engaging in a complex, innovative, and fascinating reimagining of the video game as a cultural and industrial force. The purpose of The Chinese Video Game Industry is to help introduce and investigate this industrial and cultural powerhouse. The book's contributors array the industry across its history, economics, organization, politics, and cultures, documenting its rise, exploring its operational, cultural, and aesthetic characteristics, and capturing its context vis-à-vis the global media landscape. In so doing, the contributors provide a robust resource for anyone interested in studying, building, or even simply appreciating games. |
any_adam_object | 1 |
author2 | Chen, Feng McAllister, Ken S. 1966- Ruggill, Judd Ethan |
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author_facet | Chen, Feng McAllister, Ken S. 1966- Ruggill, Judd Ethan |
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discipline | Allgemeines Soziologie Kommunikationswesen Literaturwissenschaft |
format | Book |
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geographic_facet | China |
id | DE-604.BV049723020 |
illustrated | Not Illustrated |
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isbn | 9783031415036 9783031415067 |
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spelling | The Chinese video game industry Feng Chen, Ken S. McAllister, Judd Ethan Ruggill (editors) Cham, Switzerland Palgrave Macmillan [2024] © 2024 xxiii, 286 Seiten Diagramme txt rdacontent n rdamedia nc rdacarrier Palgrave games in context The recent and dramatic development of Chinas economy and international political muscle is especially pronounced in the countrys video game industry. Now the largest of its kind in the world by gross revenue, the Chinese video game industry impacts every player in the global game market and has begun to directly influence the nature of the video game medium itself. From its conceptualization of the player as a category and commodity, to its approach to the design, development, and marketing of products and services, the Chinese game industry is engaging in a complex, innovative, and fascinating reimagining of the video game as a cultural and industrial force. The purpose of The Chinese Video Game Industry is to help introduce and investigate this industrial and cultural powerhouse. The books contributors array the industry across its history, economics, organization, politics, and cultures, documenting its rise, exploring its operational, cultural, and aesthetic characteristics, and capturing its context vis--vis the global media landscape. In so doing, the contributors provide a robust resource for anyone interested in studying, building, or even simply appreciating games. Games Studies Popular Culture Asian Culture Games Ethnology Asia Culture Videospielemarkt (DE-588)4127562-7 gnd rswk-swf Unterhaltungsindustrie (DE-588)4186999-0 gnd rswk-swf China (DE-588)4009937-4 gnd rswk-swf (DE-588)4143413-4 Aufsatzsammlung gnd-content China (DE-588)4009937-4 g Videospielemarkt (DE-588)4127562-7 s Unterhaltungsindustrie (DE-588)4186999-0 s DE-188 Chen, Feng edt McAllister, Ken S. 1966- (DE-588)1111819637 edt Ruggill, Judd Ethan (DE-588)1334008132 edt Erscheint auch als Online-Ausgabe 10.1007/978-3-031-41504-3 978-3-031-41504-3 (DE-604)BV049527380 Digitalisierung UB Augsburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=035065373&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis Digitalisierung UB Augsburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=035065373&sequence=000003&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA Klappentext |
spellingShingle | The Chinese video game industry Games Studies Popular Culture Asian Culture Games Ethnology Asia Culture Videospielemarkt (DE-588)4127562-7 gnd Unterhaltungsindustrie (DE-588)4186999-0 gnd |
subject_GND | (DE-588)4127562-7 (DE-588)4186999-0 (DE-588)4009937-4 (DE-588)4143413-4 |
title | The Chinese video game industry |
title_auth | The Chinese video game industry |
title_exact_search | The Chinese video game industry |
title_full | The Chinese video game industry Feng Chen, Ken S. McAllister, Judd Ethan Ruggill (editors) |
title_fullStr | The Chinese video game industry Feng Chen, Ken S. McAllister, Judd Ethan Ruggill (editors) |
title_full_unstemmed | The Chinese video game industry Feng Chen, Ken S. McAllister, Judd Ethan Ruggill (editors) |
title_short | The Chinese video game industry |
title_sort | the chinese video game industry |
topic | Games Studies Popular Culture Asian Culture Games Ethnology Asia Culture Videospielemarkt (DE-588)4127562-7 gnd Unterhaltungsindustrie (DE-588)4186999-0 gnd |
topic_facet | Games Studies Popular Culture Asian Culture Games Ethnology Asia Culture Videospielemarkt Unterhaltungsindustrie China Aufsatzsammlung |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=035065373&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=035065373&sequence=000003&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA |
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