Produktbild: The Chinese Video Game Industry

The Chinese Video Game Industry

Fr. 191.00

inkl. gesetzl. MwSt., Versandkostenfrei


Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

04.01.2025

Herausgeber

Feng Chen + weitere

Verlag

Springer

Seitenzahl

286

Maße (L/B/H)

21/14.8/1.7 cm

Gewicht

406 g

Sprache

Englisch

ISBN

978-3-031-41506-7

Beschreibung

Portrait

Feng Chen  is Student Affairs Counselor in the International Cooperation & Student Affairs Office at Shenzhen Technology University. He holds a PhD in East Asian Studies from the University of Arizona.

Ken S. McAllister  is the Associate Dean of Research & Program Innovation in the College of Humanities at the University of Arizona, where he is also a Professor in the Department of Public & Applied Humanities.

Judd Ethan Ruggill  is Professor and Head of the Department of Public & Applied Humanities at the University of Arizona. He and Ken McAllister co-direct the Learning Games Initiative (lgira.mesmernet.org), a transdisciplinary, inter-institutional research group they co-founded in 1999 to study, teach with, build, and archive games.



Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

04.01.2025

Herausgeber

Verlag

Springer

Seitenzahl

286

Maße (L/B/H)

21/14.8/1.7 cm

Gewicht

406 g

Sprache

Englisch

ISBN

978-3-031-41506-7

Herstelleradresse

Springer-Verlag GmbH
Tiergartenstr. 17
69121 Heidelberg
DE

Email: ProductSafety@springernature.com

Noch keine Bewertungen vorhanden

Verfassen Sie die erste Bewertung zu diesem Artikel

Helfen Sie anderen Kundinnen und Kunden durch Ihre Meinung.

Kundinnen und Kunden meinen

Bewertungen (0)

  • Produktbild: The Chinese Video Game Industry
  • 1.      Introduction.- Part I:  HISTORY.- 2.      “The History of the Twentieth-Century Chinese Game Industry: The Practice of Domestic Games as Evidence” (Jian Deng, PhD, postdoc researcher, Peking University).- 3.      “From Game Addiction to Game Culture: The Panorama of Chinese Video Game Research” (Jing Sun, PhD, Director of Game Research Center at Perfect World).-  Part II:  ECONOMICS, INDUSTRIAL ORGANIZATION, AND POLICY.- 4.      “Exploring Cultural Policy and Gaming Entrepreneurship in Shanghai: An Entrepreneurial Ecosystem Perspective” (Gejun Huang, PhD, assistant prof, Soochow University).- 5.      “Online Streaming and Digital Distribution Platforms: The Introduction of Western Games to Chinese Markets” (Mateusz Felczak, PhD, SWPS University of Social Sciences and Humanities).- 6.      “Japanese Game Company Strategies for Entering China: Comparative Case Studies from 1989 to 2019” (Akinori Nakamura, PhD, professor, Ritsumeikan University).- Part III:  PLAYER STUDIES.- 7.      “Competitive, Emotional, and Social: The In-Game Purchase Mechanism and Player Motivations in  Onmyoji ” (Shule Cao, PhD, associate professor,Tsinghua University, and Xinyi Xu, MA student, University College of London) .- 8.      “Real Emotions in Virtual Play: The Impact of  Honor of   Kings  on Players’ Attitudes toward and Cognition of Historical Figures” (Wei He, PhD, associate professor and Yue Li, MA student, Beijing Normal University).- Part IV:  CULTURE .- 9.      “Fan Empowerment and the Voice of the Production Sectors: A Discourse Analysis of the Contemporary Gaming Culture in China” (Boris L. F. Pun, PhD, postdoc fellow, Chinese University of Hong Kong) .- 10. “Women’s Esports in Hong Kong” (Hanna Wirman, PhD, associate professor, IT University of Copenhagen, and Rhys Jones, PhD, research associate, Hong Kong Polytechnic University) .- 11.  “The Rise of Senior Gamers in the Greater China Region: A Text-Mining Analysis of Digital Game Industry Discourses” (Kenneth C. C. Yang, PhD, professor, University of Texas at El Paso, and Yowei Kang, PhD, assistant professor, National Taiwan Ocean University).