Gaming cultures and place in Asia Pacific 1st Edition by Larissa Hjorth, Dean Chan – Ebook PDF Instant Download/Delivery: 0415996279, 978-0415996273
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Product details:
ISBN 10: 0415996279
ISBN 13: 978-0415996273
Author: Larissa Hjorth, Dean Chan
This collection explores the relationship between digital gaming and its cultural context by focusing on the burgeoning Asia-Pacific region. Encompassing key locations for global gaming production and consumption such as Japan, China, and South Korea, as well as increasingly significant sites including Australia and Singapore, the region provides a wealth of divergent examples of the role of gaming as a socio-cultural phenomenon. Drawing from micro ethnographic studies of specific games and gaming locales to macro political economy analyses of techno-nationalisms and trans-cultural flows, this collection provides an interdisciplinary model for thinking through the politics of gaming production, r
Table of contents:
1. Introduction
Larissa Hjorth & Dean Chan
Section 1: Industries
The Politics of Online Gaming
Florence Chee & Dal Yong Jin
The Gaming Industries of South Korea and Singapore: Cultural Policy and Globalisation
Peichi Chung
The Real Life of Chinese Gold Farmers: A Study of Real Money Traders in Virtual Game Worlds
Ge Jin
Section 2: Localities
Time Pilots: Yoshiki Okamoto and the Impact of Japanese Innovation on Early Videogames
Jason Jacobs & Jason Wilson
Domestication and Cultural Appropriation of Japanese Combat Games in Hong Kong
Benjamin Wai-Ming Ng
The Evolution of PC bang Culture in Korea
Jun-Sok Huhh
The Formation and Development of Online Games in Korea: A Field Theory Approach
Minseok Kwon
Section 3: New Rubrics
Game Art Practices, In-Game Protests, and Chinese Techno-Sociality
Dean Chan
Dreaming of a Trash Planet: The Dynamics of Decoration and Debris
David Surman
Games Without Frontiers: Nation, Sport and Videogaming on Television
Christian McCrea
Addressing Regional Cultural Heritage Maintenance using the Digital Songlines Game Engine
Brett Leavy, Theodor G Wyeld & Patrick Crogan
Section 4: Players, Playing and Virtual Communities
The History and Development of Lan Groups in Australia and New Zealand
Melanie Swalwell
Managing Risks in Online Game Worlds: Networking Strategies among Taiwanese Adolescent Players
Holin Lin & Chuen-Tsai Sun
The Other Games: Gender and Gaming in Korea
Bora Na, Jun-Sok Huhh & Larissa Hjorth
GameGirls and PlayStations: A Case Study of Japan’s Position in Gaming Cultures via Cosplayers in Melbourne
Larissa Hjorth
17. Conclusion
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Tags: Larissa Hjorth, Dean Chan, Gaming cultures, Asia Pacific


