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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
Inside the video game industry : game developers talk about the business of play / / Judd Ethan Ruggill. [et al.]
Inside the video game industry : game developers talk about the business of play / / Judd Ethan Ruggill. [et al.]
Autore Ruggill Judd Ethan
Pubbl/distr/stampa New York : , : Routledge, , 2017
Descrizione fisica 1 online resource (370 pages)
Disciplina 338.477948
Soggetto topico Video games industry
Video games - Design
Video games - Marketing
ISBN 0-203-52158-7
1-134-07658-4
1-134-07651-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto 1. Programming -- 2. Art -- 3. Design -- 4. Producing -- 5. Quality assurance -- 6. Audio -- 7. Business.
Record Nr. UNINA-9910149173903321
Ruggill Judd Ethan  
New York : , : Routledge, , 2017
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui