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電子書籍詳細


洋書 kinoppy

東アジアのビデオゲーム:ゲーム開発史と社会のトランスナショナルなコンテクスト

Transnational Contexts of Development History, Sociality, and Society of Play : Video Games in East Asia . 1st ed. 2016

(East Asian Popular Culture)

Lee, S. Austin (EDT)   Pulos, Alexis (EDT)

Palgrave Macmillan 2017/01
XV, 243 p. 32 illus. in color.
出版国: CH
ISBN: 9783319438191
eISBN: 9783319438207
KNPID: EY00150269
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Full Description

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.

Table of Contents

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