The Chinese Video Game Industry

The Chinese Video Game Industry

Author: Feng Chen

Publisher: Springer Nature

Published: 2024-02-03

Total Pages: 296

ISBN-13: 3031415043

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​ The recent and dramatic development of China’s economy and international political muscle is especially pronounced in the country’s video game industry. Now the largest of its kind in the world by gross revenue, the Chinese video game industry impacts every player in the global game market and has begun to directly influence the nature of the video game medium itself. From its conceptualization of the player as a category and commodity, to its approach to the design, development, and marketing of products and services, the Chinese game industry is engaging in a complex, innovative, and fascinating reimagining of the video game as a cultural and industrial force. The purpose of The Chinese Video Game Industry is to help introduce and investigate this industrial and cultural powerhouse. The book’s contributors array the industry across its history, economics, organization, politics, and cultures, documenting its rise, exploring its operational, cultural, and aesthetic characteristics, and capturing its context vis-à-vis the global media landscape. In so doing, the contributors provide a robust resource for anyone interested in studying, building, or even simply appreciating games.


The Chinese Video Game Industry

The Chinese Video Game Industry

Author: Feng Chen

Publisher: Palgrave Macmillan

Published: 2024-01-03

Total Pages: 0

ISBN-13: 9783031415036

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​ The recent and dramatic development of China’s economy and international political muscle is especially pronounced in the country’s video game industry. Now the largest of its kind in the world by gross revenue, the Chinese video game industry impacts every player in the global game market and has begun to directly influence the nature of the video game medium itself. From its conceptualization of the player as a category and commodity, to its approach to the design, development, and marketing of products and services, the Chinese game industry is engaging in a complex, innovative, and fascinating reimagining of the video game as a cultural and industrial force. The purpose of The Chinese Video Game Industry is to help introduce and investigate this industrial and cultural powerhouse. The book’s contributors array the industry across its history, economics, organization, politics, and cultures, documenting its rise, exploring its operational, cultural, and aesthetic characteristics, and capturing its context vis-à-vis the global media landscape. In so doing, the contributors provide a robust resource for anyone interested in studying, building, or even simply appreciating games.


Video Games and the Global South

Video Games and the Global South

Author: Phillip Penix-Tadsen

Publisher: Lulu.com

Published: 2019-05-17

Total Pages: 302

ISBN-13: 0359641393

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Video Games and the Global South redefines games and game culture from south to north, analyzing the cultural impact of video games, the growth of game development and the vitality of game cultures across Africa, the Middle East, Central and South America, the Indian subcontinent, Oceania and Asia.


Video Games Around the World

Video Games Around the World

Author: Mark J. P. Wolf

Publisher: MIT Press

Published: 2015-05-01

Total Pages: 715

ISBN-13: 0262527162

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Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language. Readers will learn, for example, about the rapid growth of mobile games in Africa; how a meat-packing company held the rights to import the Atari VCS 2600 into Mexico; and how the Indonesian MMORPG Nusantara Online reflects that country's cultural history and folklore. Every country or region's unique conditions provide the context that shapes its national industry; for example, the long history of computer science in the United Kingdom and Scandinavia, the problems of piracy in China, the PC Bangs of South Korea, or the Dutch industry's emphasis on serious games. As these essays demonstrate, local innovation and diversification thrive alongside productions and corporations with global aspirations. Africa • Arab World • Argentina • Australia • Austria • Brazil • Canada • China • Colombia • Czech Republic • Finland • France • Germany • Hong Kong • Hungary • India • Indonesia • Iran • Ireland • Italy • Japan • Mexico • The Netherlands • New Zealand • Peru • Poland • Portugal • Russia • Scandinavia • Singapore • South Korea • Spain • Switzerland • Thailand • Turkey • United Kingdom • United States of America • Uruguay • Venezuela


Creative Economies, Creative Cities

Creative Economies, Creative Cities

Author: Lily Kong

Publisher: Springer Science & Business Media

Published: 2009-05-19

Total Pages: 232

ISBN-13: 1402099495

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Justin O’Connor and Lily Kong The cultural and creative industries have become increasingly prominent in many policy agendas in recent years. Not only have governments identified the growing consumer potential for cultural/creative industry products in the home market, they have also seen the creative industry agenda as central to the growth of external m- kets. This agenda stresses creativity, innovation, small business growth, and access to global markets – all central to a wider agenda of moving from cheap manufacture towards high value-added products and services. The increasing importance of cultural and creative industries in national and city policy agendas is evident in Hong Kong, Singapore, Taiwan, South Korea, Beijing, Shanghai and Guangzhou, Australia, and New Zealand, and in more nascent ways in cities such as Chongqing and Wuhan. Much of the thinking in these cities/ countries has derived from the European and North American policy landscape. Policy debate in Europe and North America has been marked by ambiguities and tensions around the connections between cultural and economic policy which the creative industry agenda posits. These become more marked because the key dr- ers of the creative economy are the larger metropolitan areas, so that cultural and economic policy also then intersect with urban planning, policy and governance.


Global Game Industries and Cultural Policy

Global Game Industries and Cultural Policy

Author: Anthony Fung

Publisher: Springer

Published: 2017-02-10

Total Pages: 344

ISBN-13: 3319407600

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This is the first book that sheds light on global game industries and cultural policy. The scope covers the emerging and converging theory and models on cultural industries and its development, and their connection to national cultural policy and globalization. The primary focus of the book is on Asian cultural policy and industries while there are implicit comparisons throughout the book to compare Asia to other global markets. This book is aimed at advanced undergraduates, graduate students and faculty members in programs addressing cultural policy and digital games. It will also be of interest to those within the cultural policy community and to digital games professionals.


Electronic Sports Industry in China

Electronic Sports Industry in China

Author: Peng Duan

Publisher: Springer Nature

Published: 2023-02-21

Total Pages: 242

ISBN-13: 9811992886

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This book presents a series of studies on the status quo, characteristics of and trends in China’s eSports industry, while also analyzing key problems to help the industry avoid potential risks, seize opportunities for development, and promote industrial drivers. In addition, it puts forward feasible plans and strategic suggestions for high-quality innovation and development of the industry. Electronic sports or eSports refers to digital entertainment activities that combine technological, sports, cultural and social aspects, and which have a unique commercial and user value. With their rapid growth in this century, eSports are now an emerging sector with huge growth potential and room for innovation. In 2020, China’s eSports industry led the globe in growth rates; contributing roughly RMB 75.198 billion, it brought considerable new momentum to the national economy. As a new cultural phenomenon, eSports are politically, economically, culturally, and socially suited to helping use information technologies to restructure human social activities. The emergence and spread of an eSports culture embody the richness of subcultural phenomena and the importance of multicultural spaces, while also having a positive effect on people’s competitive spirit, intelligence, aesthetic tastes, etc. However, during the COVID-19 pandemic, China’s eSports industry has faced a host of problems, e.g. postponed competitions, management difficulties and brand devaluation, all of which have hampered its progress. Nevertheless, the number of Chinese eSports users is on the rise and the online market share is climbing steadily, establishing a user base for the industry. Moreover, new technological advances like 5G, VR and AR offer a wealth of new opportunities for innovation in China’s eSports industry. The book encourages readers to approach the topic from various perspectives and think across disciplines. As a result, it is not only essential reading for students at colleges and universities, but also offers a valuable reference guide for eSports researchers and enthusiasts.


Mapping Digital Game Culture in China

Mapping Digital Game Culture in China

Author: Marcella Szablewicz

Publisher: Springer Nature

Published: 2020-02-18

Total Pages: 229

ISBN-13: 303036111X

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In this book, Marcella Szablewicz traces what she calls the topography of digital game culture in urban China, drawing our attention to discourse and affect as they shape the popular imaginary surrounding digital games. Szablewicz argues that games are not mere sites of escape from Real Life, but rather locations around which dominant notions about failure, success, and socioeconomic mobility are actively processed and challenged. Covering a range of issues including nostalgia for Internet cafés as sites of youth sociality, the media-driven Internet addiction moral panic, the professionalization of e-sports, and the rise of the self-proclaimed loser (diaosi), Mapping Digital Game Culture in China uses games as a lens onto youth culture and the politics of everyday life in contemporary China. Based on ethnographic fieldwork conducted between 2009 and 2015 and first-hand observations spanning over two decades, the book is also a social history of urban China’s shifting technological landscape.


Asian Histories and Heritages in Video Games

Asian Histories and Heritages in Video Games

Author: Yowei Kang

Publisher: Taylor & Francis

Published: 2024-08-28

Total Pages: 219

ISBN-13: 1040120997

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This book explores the representations of national Asian histories in digital games. Situated at the intersection of regional game studies and historical game studies, this book offers chapters on histories and heritages of Japan, China, Iran, Iraq, Taiwan, South Korea, Indonesia, Singapore, Turkey, and Russia. The volume looks beyond the diversity of the local histories depicted in games, and the audience reception of these histories, to show a diversity of approaches which can be used in examining historical games– from postcolonialism to identity politics to heritage studies. It demonstrates various methodological approaches to historical/regional game studies: case studies of nationally produced historical games that deal with local history, studies of media reception of history/heritage-themed games, text-mining methods studying attitudes expressed by players of such games, and educational perspectives on games in teaching cultural heritage. Through the lens of videogames, the authors explore how nations struggle with the legacies of war, colonialism and religious strife that have been a part of nation-building - but also how victimized cultures can survive, resist, and sometimes prevail. Appealing primarily to scholars in the fields of game studies, heritage studies, postcolonial criticism, and media studies, this book will be particularly useful for the subfields of historical game studies and postcolonial game studies.