E-Book, Englisch, 243 Seiten, eBook
Reihe: East Asian Popular Culture
Lee / Pulos Transnational Contexts of Development History, Sociality, and Society of Play
1. Auflage 2016
ISBN: 978-3-319-43820-7
Verlag: Springer International Publishing
Format: PDF
Kopierschutz: 1 - PDF Watermark
Video Games in East Asia
E-Book, Englisch, 243 Seiten, eBook
Reihe: East Asian Popular Culture
ISBN: 978-3-319-43820-7
Verlag: Springer International Publishing
Format: PDF
Kopierschutz: 1 - PDF Watermark
This book examines the historical background of game development, offline and online gamer interactions, and presents a method to study the health impacts of digital games in East Asia. Focusing on examinations of how video games shape external interactions with the world as well as internal spaces, Lee and Pulos' volume brings together a range of approaches and regions to understand the impact of video games in East Asia and beyond. Contributions range from assessments of Nintendo's lasting technological impact in Japan and globally to analyses of mobile social gaming among teenage girls in Korea, with qualitative and quantitative methodologies set in contact with one another to offer a full spectrum of perspectives on video gaming and its profound cultural impact.
Zielgruppe
Research
Autoren/Hrsg.
Weitere Infos & Material
.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.