Global game industries and cultural policy

著者

    • Fung, Anthony

書誌事項

Global game industries and cultural policy

Anthony Fung, editor

(Palgrave global media policy and business)

Palgrave Macmillan, c2016

大学図書館所蔵 件 / 6

この図書・雑誌をさがす

注記

Includes bibliographical references and index

内容説明・目次

内容説明

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.

目次

Introduction (Anthony Fung).- Session I. Creative Industries and Cultural Policy.- Chapter 1. Creative industry and Cultural Policy in Asia reconsidered (Anthony Fung).- Chapter 2. Creative industries and Cool Japan (Koichi Iwabuchi).- Chapter 3. Before the gold rush: Culture without industry in China (Michael Keane).- Session II. Regional Game Industries.- Chapter 4. Globalizing Chinese Online Game Industry: From Incubation, Hybridization to Structural Expansion in the Past Two Decades (Carlos K. F. Cheung and Anthony Fung).- Chapter 5. The Role of Dual Institutional- And Technological Entrepreneurship in The Formation of the Japanese Social Game Industry (Mirko Ernkvist).- Chapter 6. Revisiting Creative Industry Models for Game Industry Development in Southeast Asia (Pei-chi Chung).- Chapter 7. The Globally Integrated Network of South Korean Online Game Industry: Introduction (Pei-chi Chung).- Chapter 8. Media Globalization in Cultural Industries on 21st Century: A Case Study of Taiwan's Online Gaming Industry (Lai Chi Chen).- Chapter 9. A Patchwork of Potential: A Survey of the European Game Industry (David Nieborg and Jeroen de Kloet).- Chapter 10. Contested Reception of the Free-To-Play Business Model in the North American Video Game Market (Matthew M. Chew).- Session III. Mobile Play.- Chapter 11. Beyond the Game of Cat and Mouse: Challenges of Discoverability and Piracy In Mobile Gaming Market (Elaine Jing Zhao).- Chapter 12. The Place of the Mobile Play: Camera Phone Play and Gamified Locative Media (Larissa Hjorth).- Session IV. Online Games.- Chapter 13. Online Game Worlds as a Virtual Co-presence across National Borders (Holin Lin and Chuen-Tsai Sun).- Chapter 14. The Decline of MMOs (Richard A. Bartle).- Chapter 15. Governance Challenges in the Global Games Industry (Darryl Woodford).- Index.

「Nielsen BookData」 より

関連文献: 1件中  1-1を表示

詳細情報

ページトップへ