The Chinese Video Game Industry

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Author :
Publisher : Springer Nature
ISBN 13 : 3031415043
Total Pages : 296 pages
Book Rating : 4.0/5 (314 download)

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Book Synopsis The Chinese Video Game Industry by : Feng Chen

Download or read book The Chinese Video Game Industry written by Feng Chen and published by Springer Nature. This book was released on 2024-02-03 with total page 296 pages. Available in PDF, EPUB and Kindle. Book excerpt: ​ 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.

The Chinese Video Game Industry

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Author :
Publisher : Palgrave Macmillan
ISBN 13 : 9783031415036
Total Pages : 0 pages
Book Rating : 4.4/5 (15 download)

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Book Synopsis The Chinese Video Game Industry by : Feng Chen

Download or read book The Chinese Video Game Industry written by Feng Chen and published by Palgrave Macmillan. This book was released on 2024-01-03 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: ​ 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.

Video Games and the Global South

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Author :
Publisher : Lulu.com
ISBN 13 : 0359641393
Total Pages : 302 pages
Book Rating : 4.3/5 (596 download)

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Book Synopsis Video Games and the Global South by : Phillip Penix-Tadsen

Download or read book Video Games and the Global South written by Phillip Penix-Tadsen and published by Lulu.com. This book was released on 2019 with total page 302 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video Games and the Global South redefines games and game culture from south to north, analyzing the cultural impact of video games, the growth of game development and the vitality of game cultures across Africa, the Middle East, Central and South America, the Indian subcontinent, Oceania and Asia.

Video Games Around the World

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Author :
Publisher : MIT Press
ISBN 13 : 0262527162
Total Pages : 715 pages
Book Rating : 4.2/5 (625 download)

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Book Synopsis Video Games Around the World by : Mark J. P. Wolf

Download or read book Video Games Around the World written by Mark J. P. Wolf and published by MIT Press. This book was released on 2015-05-01 with total page 715 pages. Available in PDF, EPUB and Kindle. Book excerpt: Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language. Readers will learn, for example, about the rapid growth of mobile games in Africa; how a meat-packing company held the rights to import the Atari VCS 2600 into Mexico; and how the Indonesian MMORPG Nusantara Online reflects that country's cultural history and folklore. Every country or region's unique conditions provide the context that shapes its national industry; for example, the long history of computer science in the United Kingdom and Scandinavia, the problems of piracy in China, the PC Bangs of South Korea, or the Dutch industry's emphasis on serious games. As these essays demonstrate, local innovation and diversification thrive alongside productions and corporations with global aspirations. Africa • Arab World • Argentina • Australia • Austria • Brazil • Canada • China • Colombia • Czech Republic • Finland • France • Germany • Hong Kong • Hungary • India • Indonesia • Iran • Ireland • Italy • Japan • Mexico • The Netherlands • New Zealand • Peru • Poland • Portugal • Russia • Scandinavia • Singapore • South Korea • Spain • Switzerland • Thailand • Turkey • United Kingdom • United States of America • Uruguay • Venezuela

Creative Economies, Creative Cities

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Author :
Publisher : Springer Science & Business Media
ISBN 13 : 1402099495
Total Pages : 232 pages
Book Rating : 4.4/5 (2 download)

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Book Synopsis Creative Economies, Creative Cities by : Lily Kong

Download or read book Creative Economies, Creative Cities written by Lily Kong and published by Springer Science & Business Media. This book was released on 2009-05-19 with total page 232 pages. Available in PDF, EPUB and Kindle. Book excerpt: Justin O’Connor and Lily Kong The cultural and creative industries have become increasingly prominent in many policy agendas in recent years. Not only have governments identified the growing consumer potential for cultural/creative industry products in the home market, they have also seen the creative industry agenda as central to the growth of external m- kets. This agenda stresses creativity, innovation, small business growth, and access to global markets – all central to a wider agenda of moving from cheap manufacture towards high value-added products and services. The increasing importance of cultural and creative industries in national and city policy agendas is evident in Hong Kong, Singapore, Taiwan, South Korea, Beijing, Shanghai and Guangzhou, Australia, and New Zealand, and in more nascent ways in cities such as Chongqing and Wuhan. Much of the thinking in these cities/ countries has derived from the European and North American policy landscape. Policy debate in Europe and North America has been marked by ambiguities and tensions around the connections between cultural and economic policy which the creative industry agenda posits. These become more marked because the key dr- ers of the creative economy are the larger metropolitan areas, so that cultural and economic policy also then intersect with urban planning, policy and governance.

Global Game Industries and Cultural Policy

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Author :
Publisher : Springer
ISBN 13 : 3319407600
Total Pages : 344 pages
Book Rating : 4.3/5 (194 download)

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Book Synopsis Global Game Industries and Cultural Policy by : Anthony Fung

Download or read book Global Game Industries and Cultural Policy written by Anthony Fung and published by Springer. This book was released on 2017-02-10 with total page 344 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the first book that sheds light on global game industries and cultural policy. The scope covers the emerging and converging theory and models on cultural industries and its development, and their connection to national cultural policy and globalization. The primary focus of the book is on Asian cultural policy and industries while there are implicit comparisons throughout the book to compare Asia to other global markets. This book is aimed at advanced undergraduates, graduate students and faculty members in programs addressing cultural policy and digital games. It will also be of interest to those within the cultural policy community and to digital games professionals.

Electronic Sports Industry in China

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Author :
Publisher : Springer Nature
ISBN 13 : 9811992886
Total Pages : 242 pages
Book Rating : 4.8/5 (119 download)

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Book Synopsis Electronic Sports Industry in China by : Peng Duan

Download or read book Electronic Sports Industry in China written by Peng Duan and published by Springer Nature. This book was released on 2023-02-21 with total page 242 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents a series of studies on the status quo, characteristics of and trends in China’s eSports industry, while also analyzing key problems to help the industry avoid potential risks, seize opportunities for development, and promote industrial drivers. In addition, it puts forward feasible plans and strategic suggestions for high-quality innovation and development of the industry. Electronic sports or eSports refers to digital entertainment activities that combine technological, sports, cultural and social aspects, and which have a unique commercial and user value. With their rapid growth in this century, eSports are now an emerging sector with huge growth potential and room for innovation. In 2020, China’s eSports industry led the globe in growth rates; contributing roughly RMB 75.198 billion, it brought considerable new momentum to the national economy. As a new cultural phenomenon, eSports are politically, economically, culturally, and socially suited to helping use information technologies to restructure human social activities. The emergence and spread of an eSports culture embody the richness of subcultural phenomena and the importance of multicultural spaces, while also having a positive effect on people’s competitive spirit, intelligence, aesthetic tastes, etc. However, during the COVID-19 pandemic, China’s eSports industry has faced a host of problems, e.g. postponed competitions, management difficulties and brand devaluation, all of which have hampered its progress. Nevertheless, the number of Chinese eSports users is on the rise and the online market share is climbing steadily, establishing a user base for the industry. Moreover, new technological advances like 5G, VR and AR offer a wealth of new opportunities for innovation in China’s eSports industry. The book encourages readers to approach the topic from various perspectives and think across disciplines. As a result, it is not only essential reading for students at colleges and universities, but also offers a valuable reference guide for eSports researchers and enthusiasts.

Asian Histories and Heritages in Video Games

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Author :
Publisher : Taylor & Francis
ISBN 13 : 1040120997
Total Pages : 219 pages
Book Rating : 4.0/5 (41 download)

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Book Synopsis Asian Histories and Heritages in Video Games by : Yowei Kang

Download or read book Asian Histories and Heritages in Video Games written by Yowei Kang and published by Taylor & Francis. This book was released on 2024-08-28 with total page 219 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores the representations of national Asian histories in digital games. Situated at the intersection of regional game studies and historical game studies, this book offers chapters on histories and heritages of Japan, China, Iran, Iraq, Taiwan, South Korea, Indonesia, Singapore, Turkey, and Russia. The volume looks beyond the diversity of the local histories depicted in games, and the audience reception of these histories, to show a diversity of approaches which can be used in examining historical games– from postcolonialism to identity politics to heritage studies. It demonstrates various methodological approaches to historical/regional game studies: case studies of nationally produced historical games that deal with local history, studies of media reception of history/heritage-themed games, text-mining methods studying attitudes expressed by players of such games, and educational perspectives on games in teaching cultural heritage. Through the lens of videogames, the authors explore how nations struggle with the legacies of war, colonialism and religious strife that have been a part of nation-building - but also how victimized cultures can survive, resist, and sometimes prevail. Appealing primarily to scholars in the fields of game studies, heritage studies, postcolonial criticism, and media studies, this book will be particularly useful for the subfields of historical game studies and postcolonial game studies.

Mapping Digital Game Culture in China

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Author :
Publisher : Springer Nature
ISBN 13 : 303036111X
Total Pages : 229 pages
Book Rating : 4.0/5 (33 download)

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Book Synopsis Mapping Digital Game Culture in China by : Marcella Szablewicz

Download or read book Mapping Digital Game Culture in China written by Marcella Szablewicz and published by Springer Nature. This book was released on 2020-02-18 with total page 229 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this book, Marcella Szablewicz traces what she calls the topography of digital game culture in urban China, drawing our attention to discourse and affect as they shape the popular imaginary surrounding digital games. Szablewicz argues that games are not mere sites of escape from Real Life, but rather locations around which dominant notions about failure, success, and socioeconomic mobility are actively processed and challenged. Covering a range of issues including nostalgia for Internet cafés as sites of youth sociality, the media-driven Internet addiction moral panic, the professionalization of e-sports, and the rise of the self-proclaimed loser (diaosi), Mapping Digital Game Culture in China uses games as a lens onto youth culture and the politics of everyday life in contemporary China. Based on ethnographic fieldwork conducted between 2009 and 2015 and first-hand observations spanning over two decades, the book is also a social history of urban China’s shifting technological landscape.

Gaming Globally

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Publisher : Springer
ISBN 13 : 1137006331
Total Pages : 272 pages
Book Rating : 4.1/5 (37 download)

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Book Synopsis Gaming Globally by : N. Huntemann

Download or read book Gaming Globally written by N. Huntemann and published by Springer. This book was released on 2016-01-26 with total page 272 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games are inherently transnational by virtue of industrial, textual, and player practices. The contributors touch upon nations not usually examined by game studies - including the former Czechoslovakia, Turkey, India, and Brazil - and also add new perspectives to the global hubs of China, Singapore, Australia, Japan, and the United States.

Digital International Relations

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Publisher : Springer Nature
ISBN 13 : 9819934672
Total Pages : 369 pages
Book Rating : 4.8/5 (199 download)

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Book Synopsis Digital International Relations by : Andrey Baykov

Download or read book Digital International Relations written by Andrey Baykov and published by Springer Nature. This book was released on with total page 369 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Social Identity and Discourses in Chinese Digital Communication

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Author :
Publisher : Taylor & Francis
ISBN 13 : 1040147259
Total Pages : 248 pages
Book Rating : 4.0/5 (41 download)

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Book Synopsis Social Identity and Discourses in Chinese Digital Communication by : Hongqiang Zhu

Download or read book Social Identity and Discourses in Chinese Digital Communication written by Hongqiang Zhu and published by Taylor & Francis. This book was released on 2024-11-14 with total page 248 pages. Available in PDF, EPUB and Kindle. Book excerpt: Examining how diverse social identities are constructed in digital communication in China, this edited collection provides a multidimensional exploration of the diverse, discursive forms and practices used to construct and present the “self” online. Contributing authors provide analyses of China’s digital communication platforms, such as social media platforms, news websites and short video applications, drawing from a wealth of data to study daily practices of digital performance of identity and maintenance of social bonds. Comprised of nine chapters, this essential volume is divided into three distinct sections, taking a hierarchical approach to analysing social identities within Chinese digital communication at the micro, meso and macro levels. Diverse methodologies are applied throughout, incorporating insights from both linguistic theories and semiotic or textually oriented analyses, while also considering the wider societal contexts. Readers are encouraged to analyse the main features of this digital culture and to investigate how language and discourse are encountered through media. This book will be of value to a wide variety of scholars and students in sociolinguistics, communication studies and Asian studies.

Urban Youth in China

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Author :
Publisher : Routledge
ISBN 13 : 1136840508
Total Pages : 239 pages
Book Rating : 4.1/5 (368 download)

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Book Synopsis Urban Youth in China by : Fengshu Liu

Download or read book Urban Youth in China written by Fengshu Liu and published by Routledge. This book was released on 2011-01-25 with total page 239 pages. Available in PDF, EPUB and Kindle. Book excerpt: As both youth and the Internet hold the potential to inflict far-reaching economic, social, cultural, and political changes, this book fulfills a pressing need for a systematical investigation of the lives of Chinese youth and the growth of the Internet against the backdrop of rapid and profound social transformation in China.

Videolised Society

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Publisher : Springer Nature
ISBN 13 : 9819964199
Total Pages : 354 pages
Book Rating : 4.8/5 (199 download)

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Book Synopsis Videolised Society by : Jian Meng

Download or read book Videolised Society written by Jian Meng and published by Springer Nature. This book was released on 2023-12-26 with total page 354 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book traces the development of video (especially short video, duan shipin) in China over the past few years, exploring how these videos engaged with China’s rapidly changing society, how they enriched existed theories of society, media and communication, and new theories to be extracted. The book offers a new, critical model for understanding the relationship between video, video theory, video industry and the State. This book sheds light on the overall description and explanation of the current socio-political, economic and cultural environment concerning the development of video (especially short video). It interprets the emergence of the “Social Videolization” through the subjects of media psychology, communication studies and cultural criticism, media industrial studies, sociology and anthropology.

Creative Industries and Digital Transformation in China

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Author :
Publisher : Springer Nature
ISBN 13 : 981193049X
Total Pages : 167 pages
Book Rating : 4.8/5 (119 download)

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Book Synopsis Creative Industries and Digital Transformation in China by : Sabine Chrétien-Ichikawa

Download or read book Creative Industries and Digital Transformation in China written by Sabine Chrétien-Ichikawa and published by Springer Nature. This book was released on 2022-08-17 with total page 167 pages. Available in PDF, EPUB and Kindle. Book excerpt: As China gains momentum in economic terms, its technological transformation, cultural confidence, and creative influence also grow steadily. This book explores socio-cultural context, in which new trends, enabled by the power of digital technology, emerge. Focused on the urban context, in China's large cities like Shanghai, and through the lens of art, design, fashion, gaming, and media industries, this book highlights innovation processes in the making, as well as ongoing shifts in Chinese identities and narratives. This collaborative work written by European authors based in China offer new insights from within. Their shared, yet multi-faceted, engagement with China and its creative industries culminates in this book written for international scholars, students, and industry players.

Digital Transformation: What is the Company of Today?

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Publisher : Springer Nature
ISBN 13 : 3031465946
Total Pages : 222 pages
Book Rating : 4.0/5 (314 download)

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Book Synopsis Digital Transformation: What is the Company of Today? by : Andrea Bencsik

Download or read book Digital Transformation: What is the Company of Today? written by Andrea Bencsik and published by Springer Nature. This book was released on 2024-01-27 with total page 222 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book offers the latest research on organizational management, knowledge management, organizational functioning, organizational digitalization, and other issues of modern company development. The book proposes to look at the pool of these problems through the prism of building various models for implementing digital transformation of business and processes. This book is intended for both young and experienced scientists who want to get acquainted with latest trends and data to use them in their research.

The Routledge Companion to Video Game Studies

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Author :
Publisher : Taylor & Francis
ISBN 13 : 1000886026
Total Pages : 832 pages
Book Rating : 4.0/5 (8 download)

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Book Synopsis The Routledge Companion to Video Game Studies by : Mark J.P. Wolf

Download or read book The Routledge Companion to Video Game Studies written by Mark J.P. Wolf and published by Taylor & Francis. This book was released on 2023-06-19 with total page 832 pages. Available in PDF, EPUB and Kindle. Book excerpt: A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are chapters examining topics such as preservation; augmented, mixed, and virtual reality; eSports; disability; diversity; and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike.