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...
Gespeichert in:
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: | |
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 |
Internformat
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490 | 0 | |a Palgrave games in context | |
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. | |
650 | 4 | |a Games Studies | |
650 | 4 | |a Popular Culture | |
650 | 4 | |a Asian Culture | |
650 | 4 | |a Games | |
650 | 4 | |a Popular Culture | |
650 | 4 | |a Ethnology |z Asia | |
650 | 4 | |a Culture | |
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Datensatz im Suchindex
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adam_text | |
any_adam_object | |
author2 | Chen, Feng McAllister, Ken S. 1966- Ruggill, Judd Ethan |
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author_GND | (DE-588)1111819637 (DE-588)1334008132 |
author_facet | Chen, Feng McAllister, Ken S. 1966- Ruggill, Judd Ethan |
building | Verbundindex |
bvnumber | BV049723020 |
classification_tum | KOM 000 LIT 000 |
ctrlnum | (OCoLC)1443577664 (DE-599)BVBBV049723020 |
dewey-full | 306.487 |
dewey-hundreds | 300 - Social sciences |
dewey-ones | 306 - Culture and institutions |
dewey-raw | 306.487 |
dewey-search | 306.487 |
dewey-sort | 3306.487 |
dewey-tens | 300 - Social sciences |
discipline | Soziologie Kommunikationswesen Literaturwissenschaft |
format | Book |
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genre | (DE-588)4143413-4 Aufsatzsammlung gnd-content |
genre_facet | Aufsatzsammlung |
geographic | China (DE-588)4009937-4 gnd |
geographic_facet | China |
id | DE-604.BV049723020 |
illustrated | Not Illustrated |
indexdate | 2024-07-20T07:55:28Z |
institution | BVB |
isbn | 9783031415036 |
language | English |
oclc_num | 1443577664 |
open_access_boolean | |
owner | DE-188 |
owner_facet | DE-188 |
physical | xxiii, 286 Seiten Diagramme |
publishDate | 2024 |
publishDateSearch | 2024 |
publishDateSort | 2024 |
publisher | Palgrave Macmillan |
record_format | marc |
series2 | Palgrave games in context |
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 |
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 |
work_keys_str_mv | AT chenfeng thechinesevideogameindustry AT mcallisterkens thechinesevideogameindustry AT ruggilljuddethan thechinesevideogameindustry |