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monografia Rebiun35478413 https://catalogo.rebiun.org/rebiun/record/Rebiun35478413 m o d | cr ||||||||||| 240229s2024 sz a ob 001 0 eng d 3-031-41504-3 UPVA 998557097703706 UAM 991008294355304211 CBUC 991010879355606709 UCAR 991008420930104213 MiAaPQ eng rda pn MiAaPQ MiAaPQ 623.805 23 The Chinese Video Game Industry edited by Feng Chen, Ken S. McAllister, and Judd Ethan Ruggill 1st ed Cham, Switzerland Palgrave Macmillan [2024] Cham, Switzerland Cham, Switzerland Palgrave Macmillan 2024 1 online resource (296 pages) 1 online resource (296 pages) Text txt rdacontent computer c rdamedia online resource cr rdacarrier Palgrave Games in Context Series Includes bibliographical references and index Intro -- Foreword: From What Position Do We Approach the Study of Digital Games? -- Acknowledgements -- Contents -- Notes on Contributors -- List of Figures -- List of Tables -- Chapter 1: Introduction -- State Power -- The Development Model -- Overall Size -- Mobile Gaming -- Exports -- Traditional Cultural Resources -- The Chinese Esports Market -- The Structure ofThis Book -- History -- Economics, Industrial Organization, andPolicy -- Player Studies -- Culture -- References -- Part I: History -- Chapter 2: The History oftheTwentieth-Century Chinese Game Industry: ThePractice ofDomestic Games asEvidence -- Introduction -- The Game Console -- The Learning Computer -- The Game Software Industry -- The China Image Game -- The Close oftheTwentieth Century -- References -- Chapter 3: From Game Addiction toGame Culture: ThePanorama ofChinese Video Game Research -- Introduction -- Start: Video Games asOriginal Sin? -- Reflection: Video Games asWorks ofArt -- New Wave: Video Games asCultural Media -- Conclusion: Game Research fortheFuture -- References -- Chapter 4: Internationalization andPost-Orientalism: TheEvolution oftheGuochao ofContemporary Chinese Video Games -- Introduction -- 1980s: Localized "Reskins" Shaped China's Early Gamers -- 1990s: TheWuxia Genre andJapanese Role-Playing Games -- 2000s: Xianxia Marks theRise ofChinese Fantasy -- 2010s: All China's Gamers Want anAAA Game toCall Their Own -- Conclusion -- References -- Part II: Economics, Industrial Organization, and Policy -- Chapter 5: Exploring Cultural Policy andGaming Entrepreneurship inShanghai: AnEntrepreneurial Ecosystem Perspective -- Introduction -- Cultural Policy andtheGame Industry inShanghai -- Entrepreneurship: ACultural Policy Weak Spot? -- Inside theEntrepreneurial Ecosystem -- Does Government Financial Support Make aDifference? Support Services: TheQuestionable Significance ofIncubators andCo-working Spaces -- The Real Costs ofDoing Business -- Conclusion -- References -- Chapter 6: Online Streaming andDigital Distribution Platforms: TheIntroduction ofWestern Games toChinese Markets -- Introduction -- Overview -- Digital Distribution Platforms andCultural Appropriation -- Cultural Appropriation andEconomic Multiplayerization -- Translation andControl -- Aesthetics andMicrotransactions -- The Reverse ShanZhai -- Path ofExile andDiablo Franchises ontheChinese Market -- Conclusion -- References -- Chapter 7: Japanese Game Company Strategies forEntering China: Comparative Case Studies from1989 to2019 -- Introduction -- Phase One: China asaSite forOutsourcing -- Phase Two: China asanEmerging Market -- Phase Three: China asaMature Market -- Selecting theCase Studies -- Sony Interactive Entertainment: Compliance andLong-Term Collaboration -- Koei Tecmo: Transitioning fromDevelopment Arms toRegional Branches inMainland China -- Square Enix: Gaining Market Share Through Rapid Decision-Making -- Conclusions -- Phase One: Offshore Development Kicked OffJapan's Entry inChina -- Phase Two: Emerging Market Leads toaSeries ofTrials andErrors -- Phase Three: China asaMature Market -- References -- Part III: Player Studies -- Chapter 8: Competition, Emotion, andSocialization: AStudy ontheIn-Game Purchase Mechanism andPlayer Motivation inOnmyoji -- Introduction -- A Mixed-Method Case Study ofOnmyoji -- Onmyoji's Game Mechanisms: Turn-Based Role-Playing Card Battle -- In-Game Purchase Mechanism: AProbabilistic Consumption -- Shikigami: Card-Drawing -- Soul-Gambling -- Pleasure -- Competitive Motivation: Paying toWin theBattle -- Emotional Motivation: Paying forLove andIdentification -- Social Motivation: Paying toShare andShow Off Three-Dimensional In-Game Purchasing Motivation Model -- Mystery Saves No Bad Luck, Money Changes No Fate: Consumerism, Superstition, andPlaybor -- References -- Chapter 9: Real Emotions inVirtual Play: TheImpact ofHonor ofKings onPlayers' Attitudes Toward andCognition ofHistorical Figures -- Introduction -- Functionalism -- A Brief Word onCultivation Theory -- The Specificity ofGames' Impact onCognition -- HoK -- Research Design andImplementation -- Findings -- Basic Information -- Players Generally Think Heroes intheGame Are Inconsistent withHistorical Figures -- Skilled Players Prefer Corresponding Historical Figures -- Game Behaviors Have anInsignificant Impact onWillingness toLearn -- There Is No Significant Relationship between Game Behavior andHistorical Cognition -- Conclusion andInterpretation -- Gaming Affects theAttitude andCognition ofPlayers -- Player-Avatar Identification andReal Emotions inVirtual Play -- References -- Chapter 10: Domesticating Gaming: AnIntergenerational Study ofOnline Gaming Behaviors Among Older Gamers -- Introduction -- Review oftheLiterature -- Aging andDigital Practices -- Domestication Theory -- Research Methodology -- Research Findings -- Appropriation: Coping withAging andCompanionship Compensation -- Incorporation asanAlternative Action -- Objectification: Children's Influence andScreen Autonomy -- Conversion: Avoidance ofSelf-Disclosure -- Re-domestication: Readmission intheAging Process -- Conclusion -- References -- Part IV: Culture -- Chapter 11: Fan Empowerment andtheVoice oftheProduction Sectors: ADiscourse Analysis oftheContemporary Gaming Culture inChina -- Introduction -- Culture astheAbsent Factor inChinese Game Industry Analysis -- The Empowerment ofGame Fans andFandom intheGRC -- The Apologies Constructing theInferior, Hard-Working, andPassionate Self -- The Discourse Type ofSettlement withEmotional Sentiment -- Emotional Sentiment andtheChinese Use ofMianzi (Face) andGuanxi (Relationship) intheEmpowerment ofFans -- Consumerist Societies withEmotional andCultural Sentiment inTrans-Border Consumption -- Conclusion andFurther Investigation -- Appendix -- Excerpt 1 (Full Text) -- Excerpt 2 (Full Text) -- References -- Chapter 12: Women's Esports inHong Kong -- Introduction -- The Hong Kong Esports Scene -- Esports Idols -- Marketing Eye Candy -- Intimacy andPoor Performance -- Conclusion -- References -- Chapter 13: Media Representations ofOlder Digital Game Players inChina: AText-Mining Analysis -- Introduction -- Media Representations andFraming ofOlder Digital Game Players inChina -- Text Mining asanEmerging Research Technique -- Sampling Method andSample Description -- Findings fromKeyword, Keyphrases, andTopic Modeling Analyses -- Results fromtheAnalysis ofKeyphrases -- Findings fromTopic Modeling -- Findings fromKeyword Concurrence Analysis -- Findings fromProximity Plot Analysis -- Conclusion -- References -- Index Video games industry Chen, Feng editor McAllister, Ken S. editor Ruggill, Judd Ethan editor 9783031415036 Palgrave games in context