語系:
繁體中文
English
說明(常見問題)
登入
回首頁
切換:
標籤
|
MARC模式
|
ISBD
Transnational Contexts of Developmen...
~
SpringerLink (Online service)
Transnational Contexts of Development History, Sociality, and Society of Play = Video Games in East Asia /
紀錄類型:
書目-語言資料,印刷品 : Monograph/item
正題名/作者:
Transnational Contexts of Development History, Sociality, and Society of Play/ edited by S. Austin Lee, Alexis Pulos.
其他題名:
Video Games in East Asia /
其他作者:
Lee, S. Austin.
面頁冊數:
XV, 243 p. 32 illus. in color.online resource. :
Contained By:
Springer Nature eBook
標題:
Ethnology—Asia. -
電子資源:
https://doi.org/10.1007/978-3-319-43820-7
ISBN:
9783319438207
Transnational Contexts of Development History, Sociality, and Society of Play = Video Games in East Asia /
Transnational Contexts of Development History, Sociality, and Society of Play
Video Games in East Asia /[electronic resource] :edited by S. Austin Lee, Alexis Pulos. - 1st ed. 2016. - XV, 243 p. 32 illus. in color.online resource. - East Asian Popular Culture,2634-5935. - East Asian Popular Culture,.
.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.
This book examines the development and prominence of video games within historical, industrial, and social contexts of East Asia, the largest global market for the video game industry. The book overviews the history of video game technology and industry, examines recent trends in mobile social games, and discusses social impacts of video games in East Asian contexts. The first part overviews the history of video game industry and the technological landscape of video games. The second part examines the recent trend in social mobile games and how developers and players interact in this new gaming sphere. The last part of the book discusses the social impacts of video games in East Asian context through both quantitative and qualitative lenses.
ISBN: 9783319438207
Standard No.: 10.1007/978-3-319-43820-7doiSubjects--Topical Terms:
1254172
Ethnology—Asia.
LC Class. No.: GN625-635
Dewey Class. No.: 306.095
Transnational Contexts of Development History, Sociality, and Society of Play = Video Games in East Asia /
LDR
:03113nam a22004095i 4500
001
974979
003
DE-He213
005
20200930193918.0
007
cr nn 008mamaa
008
201211s2016 gw | s |||| 0|eng d
020
$a
9783319438207
$9
978-3-319-43820-7
024
7
$a
10.1007/978-3-319-43820-7
$2
doi
035
$a
978-3-319-43820-7
050
4
$a
GN625-635
072
7
$a
JFC
$2
bicssc
072
7
$a
SOC000000
$2
bisacsh
072
7
$a
JBCC
$2
thema
082
0 4
$a
306.095
$2
23
245
1 0
$a
Transnational Contexts of Development History, Sociality, and Society of Play
$h
[electronic resource] :
$b
Video Games in East Asia /
$c
edited by S. Austin Lee, Alexis Pulos.
250
$a
1st ed. 2016.
264
1
$a
Cham :
$b
Springer International Publishing :
$b
Imprint: Palgrave Macmillan,
$c
2016.
300
$a
XV, 243 p. 32 illus. in color.
$b
online resource.
336
$a
text
$b
txt
$2
rdacontent
337
$a
computer
$b
c
$2
rdamedia
338
$a
online resource
$b
cr
$2
rdacarrier
347
$a
text file
$b
PDF
$2
rda
490
1
$a
East Asian Popular Culture,
$x
2634-5935
505
0
$a
.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.
520
$a
This book examines the development and prominence of video games within historical, industrial, and social contexts of East Asia, the largest global market for the video game industry. The book overviews the history of video game technology and industry, examines recent trends in mobile social games, and discusses social impacts of video games in East Asian contexts. The first part overviews the history of video game industry and the technological landscape of video games. The second part examines the recent trend in social mobile games and how developers and players interact in this new gaming sphere. The last part of the book discusses the social impacts of video games in East Asian context through both quantitative and qualitative lenses.
650
0
$a
Ethnology—Asia.
$3
1254172
650
0
$a
Communication.
$3
556422
650
0
$a
Asia—History.
$3
1254630
650
0
$a
Asia—Politics and government.
$3
1254308
650
0
$a
Youth—Social life and customs.
$3
1254090
650
1 4
$a
Asian Culture.
$3
1107945
650
2 4
$a
Media and Communication.
$3
1107289
650
2 4
$a
Asian History.
$3
1016271
650
2 4
$a
Asian Politics.
$3
1108061
650
2 4
$a
Youth Culture.
$3
1110575
700
1
$a
Lee, S. Austin.
$4
edt
$4
http://id.loc.gov/vocabulary/relators/edt
$3
1116460
700
1
$a
Pulos, Alexis.
$4
edt
$4
http://id.loc.gov/vocabulary/relators/edt
$3
1116459
710
2
$a
SpringerLink (Online service)
$3
593884
773
0
$t
Springer Nature eBook
776
0 8
$i
Printed edition:
$z
9783319438191
776
0 8
$i
Printed edition:
$z
9783319438214
776
0 8
$i
Printed edition:
$z
9783319829180
830
0
$a
East Asian Popular Culture,
$x
2634-5935
$3
1266965
856
4 0
$u
https://doi.org/10.1007/978-3-319-43820-7
912
$a
ZDB-2-LCM
912
$a
ZDB-2-SXL
950
$a
Literature, Cultural and Media Studies (SpringerNature-41173)
950
$a
Literature, Cultural and Media Studies (R0) (SpringerNature-43723)
筆 0 讀者評論
多媒體
評論
新增評論
分享你的心得
Export
取書館別
處理中
...
變更密碼[密碼必須為2種組合(英文和數字)及長度為10碼以上]
登入