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The Chinese Video Game Industry

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Título:
The Chinese Video Game Industry / edited by Feng Chen, Ken S. McAllister, and Judd Ethan Ruggill
Edición:
1st ed
Editorial:
Cham, Switzerland : Palgrave Macmillan, [2024]
2024
Descripción física:
1 online resource (296 pages)
Mención de serie:
Palgrave Games in Context Series
Bibliografía:
Includes bibliographical references and index
Contenido:
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
ISBN:
3-031-41504-3
Materia:
Autores:
Enlace a formato físico adicional:
9783031415036
Punto acceso adicional serie-Título:
Palgrave games in context

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