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  • 1
    UID:
    gbv_1881643107
    Format: 1 Online-Ressource (xxiii, 286 Seiten) , Illustrationen
    ISBN: 9783031415043
    Series Statement: Palgrave games in context
    Content: The recent and dramatic development of Chinas economy and international political muscle is especially pronounced in the countrys 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 books 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--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. 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
    Note: Includes bibliographical references and index
    Additional Edition: ISBN 9783031415036
    Additional Edition: ISBN 3031415035
    Additional Edition: Erscheint auch als Druck-Ausgabe The Chinese video game industry Cham, Switzerland : Palgrave Macmillan, 2024 ISBN 9783031415036
    Additional Edition: ISBN 9783031415067
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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  • 2
    Online Resource
    Online Resource
    Cham, Switzerland :Palgrave Macmillan,
    UID:
    edoccha_9961418086402883
    Format: 1 online resource (296 pages)
    Edition: First edition.
    ISBN: 3-031-41504-3
    Series Statement: Palgrave Games in Context Series
    Note: 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 of This Book -- History -- Economics, Industrial Organization, and Policy -- Player Studies -- Culture -- References -- Part I: History -- Chapter 2: The History of the Twentieth-Century Chinese Game Industry: The Practice of Domestic Games as Evidence -- Introduction -- The Game Console -- The Learning Computer -- The Game Software Industry -- The China Image Game -- The Close of the Twentieth Century -- References -- Chapter 3: From Game Addiction to Game Culture: The Panorama of Chinese Video Game Research -- Introduction -- Start: Video Games as Original Sin? -- Reflection: Video Games as Works of Art -- New Wave: Video Games as Cultural Media -- Conclusion: Game Research for the Future -- References -- Chapter 4: Internationalization and Post-Orientalism: The Evolution of the Guochao of Contemporary Chinese Video Games -- Introduction -- 1980s: Localized "Reskins" Shaped China's Early Gamers -- 1990s: The Wuxia Genre and Japanese Role-Playing Games -- 2000s: Xianxia Marks the Rise of Chinese Fantasy -- 2010s: All China's Gamers Want an AAA Game to Call Their Own -- Conclusion -- References -- Part II: Economics, Industrial Organization, and Policy -- Chapter 5: Exploring Cultural Policy and Gaming Entrepreneurship in Shanghai: An Entrepreneurial Ecosystem Perspective -- Introduction -- Cultural Policy and the Game Industry in Shanghai -- Entrepreneurship: A Cultural Policy Weak Spot? -- Inside the Entrepreneurial Ecosystem -- Does Government Financial Support Make a Difference?. , Support Services: The Questionable Significance of Incubators and Co-working Spaces -- The Real Costs of Doing Business -- Conclusion -- References -- Chapter 6: Online Streaming and Digital Distribution Platforms: The Introduction of Western Games to Chinese Markets -- Introduction -- Overview -- Digital Distribution Platforms and Cultural Appropriation -- Cultural Appropriation and Economic Multiplayerization -- Translation and Control -- Aesthetics and Microtransactions -- The Reverse ShanZhai -- Path of Exile and Diablo Franchises on the Chinese Market -- Conclusion -- References -- Chapter 7: Japanese Game Company Strategies for Entering China: Comparative Case Studies from 1989 to 2019 -- Introduction -- Phase One: China as a Site for Outsourcing -- Phase Two: China as an Emerging Market -- Phase Three: China as a Mature Market -- Selecting the Case Studies -- Sony Interactive Entertainment: Compliance and Long-Term Collaboration -- Koei Tecmo: Transitioning from Development Arms to Regional Branches in Mainland China -- Square Enix: Gaining Market Share Through Rapid Decision-Making -- Conclusions -- Phase One: Offshore Development Kicked Off Japan's Entry in China -- Phase Two: Emerging Market Leads to a Series of Trials and Errors -- Phase Three: China as a Mature Market -- References -- Part III: Player Studies -- Chapter 8: Competition, Emotion, and Socialization: A Study on the In-Game Purchase Mechanism and Player Motivation in Onmyoji -- Introduction -- A Mixed-Method Case Study of Onmyoji -- Onmyoji's Game Mechanisms: Turn-Based Role-Playing Card Battle -- In-Game Purchase Mechanism: A Probabilistic Consumption -- Shikigami: Card-Drawing -- Soul-Gambling -- Pleasure -- Competitive Motivation: Paying to Win the Battle -- Emotional Motivation: Paying for Love and Identification -- Social Motivation: Paying to Share and Show Off. , Three-Dimensional In-Game Purchasing Motivation Model -- Mystery Saves No Bad Luck, Money Changes No Fate: Consumerism, Superstition, and Playbor -- References -- Chapter 9: Real Emotions in Virtual Play: The Impact of Honor of Kings on Players' Attitudes Toward and Cognition of Historical Figures -- Introduction -- Functionalism -- A Brief Word on Cultivation Theory -- The Specificity of Games' Impact on Cognition -- HoK -- Research Design and Implementation -- Findings -- Basic Information -- Players Generally Think Heroes in the Game Are Inconsistent with Historical Figures -- Skilled Players Prefer Corresponding Historical Figures -- Game Behaviors Have an Insignificant Impact on Willingness to Learn -- There Is No Significant Relationship between Game Behavior and Historical Cognition -- Conclusion and Interpretation -- Gaming Affects the Attitude and Cognition of Players -- Player-Avatar Identification and Real Emotions in Virtual Play -- References -- Chapter 10: Domesticating Gaming: An Intergenerational Study of Online Gaming Behaviors Among Older Gamers -- Introduction -- Review of the Literature -- Aging and Digital Practices -- Domestication Theory -- Research Methodology -- Research Findings -- Appropriation: Coping with Aging and Companionship Compensation -- Incorporation as an Alternative Action -- Objectification: Children's Influence and Screen Autonomy -- Conversion: Avoidance of Self-Disclosure -- Re-domestication: Readmission in the Aging Process -- Conclusion -- References -- Part IV: Culture -- Chapter 11: Fan Empowerment and the Voice of the Production Sectors: A Discourse Analysis of the Contemporary Gaming Culture in China -- Introduction -- Culture as the Absent Factor in Chinese Game Industry Analysis -- The Empowerment of Game Fans and Fandom in the GRC -- The Apologies. , Constructing the Inferior, Hard-Working, and Passionate Self -- The Discourse Type of Settlement with Emotional Sentiment -- Emotional Sentiment and the Chinese Use of Mianzi (Face) and Guanxi (Relationship) in the Empowerment of Fans -- Consumerist Societies with Emotional and Cultural Sentiment in Trans-Border Consumption -- Conclusion and Further Investigation -- Appendix -- Excerpt 1 (Full Text) -- Excerpt 2 (Full Text) -- References -- Chapter 12: Women's Esports in Hong Kong -- Introduction -- The Hong Kong Esports Scene -- Esports Idols -- Marketing Eye Candy -- Intimacy and Poor Performance -- Conclusion -- References -- Chapter 13: Media Representations of Older Digital Game Players in China: A Text-Mining Analysis -- Introduction -- Media Representations and Framing of Older Digital Game Players in China -- Text Mining as an Emerging Research Technique -- Sampling Method and Sample Description -- Findings from Keyword, Keyphrases, and Topic Modeling Analyses -- Results from the Analysis of Keyphrases -- Findings from Topic Modeling -- Findings from Keyword Concurrence Analysis -- Findings from Proximity Plot Analysis -- Conclusion -- References -- Index.
    Additional Edition: ISBN 9783031415036
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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  • 3
    Book
    Book
    Cham, Switzerland :Palgrave Macmillan,
    UID:
    almafu_BV049723020
    Format: xxiii, 286 Seiten : , Diagramme.
    ISBN: 978-3-031-41503-6 , 978-3-031-41506-7
    Series Statement: Palgrave games in context
    Content: The recent and dramatic development of Chinas economy and international political muscle is especially pronounced in the countrys 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 books 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--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.
    Additional Edition: Erscheint auch als Online-Ausgabe ISBN 978-3-031-41504-3 10.1007/978-3-031-41504-3
    Language: English
    Subjects: General works
    RVK:
    Keywords: Videospielemarkt ; Unterhaltungsindustrie ; Aufsatzsammlung
    Library Location Call Number Volume/Issue/Year Availability
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  • 4
    UID:
    almafu_9961418086402883
    Format: 1 online resource (296 pages)
    Edition: 1st ed. 2024.
    ISBN: 9783031415043 , 3031415043
    Series Statement: Palgrave Games in Context,
    Content: 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. 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.
    Note: 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).
    Additional Edition: ISBN 9783031415036
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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  • 5
    UID:
    almahu_9949709285102882
    Format: XXIII, 286 p. 12 illus. , online resource.
    Edition: 1st ed. 2024.
    ISBN: 9783031415043
    Series Statement: Palgrave Games in Context,
    Content: 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. 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.
    Note: 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).
    In: Springer Nature eBook
    Additional Edition: Printed edition: ISBN 9783031415036
    Additional Edition: Printed edition: ISBN 9783031415050
    Additional Edition: Printed edition: ISBN 9783031415067
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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