top

  Info

  • Utilizzare la checkbox di selezione a fianco di ciascun documento per attivare le funzionalità di stampa, invio email, download nei formati disponibili del (i) record.

  Info

  • Utilizzare questo link per rimuovere la selezione effettuata.
The Chinese Video Game Industry
The Chinese Video Game Industry
Autore Chen Feng
Edizione [1st ed.]
Pubbl/distr/stampa Cham : , : Springer International Publishing AG, , 2024
Descrizione fisica 1 online resource (296 pages)
Disciplina 338.4779480951
Altri autori (Persone) McAllisterKen S
RuggillJudd Ethan
Collana Palgrave Games in Context Series
ISBN 3-031-41504-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto 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.
Record Nr. UNINA-9910799480403321
Chen Feng  
Cham : , : Springer International Publishing AG, , 2024
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Ion Irradiation of Dielectrics for Photonic Applications [[electronic resource] /] / by Feng Chen, Hiroshi Amekura, Yuechen Jia
Ion Irradiation of Dielectrics for Photonic Applications [[electronic resource] /] / by Feng Chen, Hiroshi Amekura, Yuechen Jia
Autore Chen Feng
Edizione [1st ed. 2020.]
Pubbl/distr/stampa Singapore : , : Springer Singapore : , : Imprint : Springer, , 2020
Descrizione fisica 1 online resource (298 pages) : illustrations
Disciplina 519.57
Collana Springer Series in Optical Sciences
Soggetto topico Lasers
Photonics
Nanoscale science
Nanoscience
Nanostructures
Optical materials
Electronic materials
Technology
Optics, Lasers, Photonics, Optical Devices
Nanoscale Science and Technology
Optical and Electronic Materials
Applied Science, multidisciplinary
ISBN 981-15-4607-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Fundamentals of Waveguides and Nanoparticle Systems -- Overview of Ion Beam Produced Dielectric Waveguides -- Photonic Structures Produced by Ion Beams -- Synthesis of Nanoparticles by Ion Implantation -- Elongation for Nanorods and Optical Effects -- Electrooptic Properties of Dielectric Waveguides -- Photoluminescence of Dielectric Waveguides -- Nonlinear Optical Dielectric Waveguides -- Lasing Based Dielectric Waveguides -- Tailoring of Optical Properties by Nanoparticles -- Summary and Outlook.
Record Nr. UNINA-9910410003203321
Chen Feng  
Singapore : , : Springer Singapore : , : Imprint : Springer, , 2020
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Ion Irradiation of Dielectrics for Photonic Applications [[electronic resource] /] / by Feng Chen, Hiroshi Amekura, Yuechen Jia
Ion Irradiation of Dielectrics for Photonic Applications [[electronic resource] /] / by Feng Chen, Hiroshi Amekura, Yuechen Jia
Autore Chen Feng
Edizione [1st ed. 2020.]
Pubbl/distr/stampa Singapore : , : Springer Singapore : , : Imprint : Springer, , 2020
Descrizione fisica 1 online resource (298 pages) : illustrations
Disciplina 519.57
Collana Springer Series in Optical Sciences
Soggetto topico Lasers
Photonics
Nanoscale science
Nanoscience
Nanostructures
Optical materials
Electronic materials
Technology
Optics, Lasers, Photonics, Optical Devices
Nanoscale Science and Technology
Optical and Electronic Materials
Applied Science, multidisciplinary
ISBN 981-15-4607-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Fundamentals of Waveguides and Nanoparticle Systems -- Overview of Ion Beam Produced Dielectric Waveguides -- Photonic Structures Produced by Ion Beams -- Synthesis of Nanoparticles by Ion Implantation -- Elongation for Nanorods and Optical Effects -- Electrooptic Properties of Dielectric Waveguides -- Photoluminescence of Dielectric Waveguides -- Nonlinear Optical Dielectric Waveguides -- Lasing Based Dielectric Waveguides -- Tailoring of Optical Properties by Nanoparticles -- Summary and Outlook.
Record Nr. UNISA-996418164003316
Chen Feng  
Singapore : , : Springer Singapore : , : Imprint : Springer, , 2020
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui