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The Chinese Video Game Industry

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Release : 2024-01-03
Genre : Social Science
Kind : eBook
Book Rating : 036/5 ( reviews)

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Book Synopsis The Chinese Video Game Industry by : Feng Chen

Download or read book The Chinese Video Game Industry written by Feng Chen. This book was released on 2024-01-03. Available in PDF, EPUB and Kindle. Book excerpt: ​ 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.

The Chinese Video Game Industry

Download The Chinese Video Game Industry PDF Online Free

Author :
Release : 2024-02-03
Genre : Social Science
Kind : eBook
Book Rating : 043/5 ( reviews)

GET EBOOK


Book Synopsis The Chinese Video Game Industry by : Feng Chen

Download or read book The Chinese Video Game Industry written by Feng Chen. This book was released on 2024-02-03. Available in PDF, EPUB and Kindle. Book excerpt: ​ 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.

Games Industry in China. Economic and Political Factors

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Author :
Release : 2023-01-02
Genre : Language Arts & Disciplines
Kind : eBook
Book Rating : 130/5 ( reviews)

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Book Synopsis Games Industry in China. Economic and Political Factors by : Stephen Mokaya

Download or read book Games Industry in China. Economic and Political Factors written by Stephen Mokaya. This book was released on 2023-01-02. Available in PDF, EPUB and Kindle. Book excerpt: Academic Paper from the year 2022 in the subject Communications - Miscellaneous, , language: English, abstract: The gaming industry is particularly prominent in China, with various factors contributing to its success. A critical analysis of the impacts and factors that influenced the sector's prominence is relevant in exposing both the opportunities and challenges of the gaming industry in China.

Cultural Policy and East Asian Rivalry

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Release : 2018-05-01
Genre : Social Science
Kind : eBook
Book Rating : 260/5 ( reviews)

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Book Synopsis Cultural Policy and East Asian Rivalry by : Anthony Y. H. Fung

Download or read book Cultural Policy and East Asian Rivalry written by Anthony Y. H. Fung. This book was released on 2018-05-01. Available in PDF, EPUB and Kindle. Book excerpt: Hong Kong was once an established hub of creativity in Asia recognized internationally for its cinema, Bruce Lee and Kung Fu. Cantopop, its particular form of pop music, was popular throughout China and East Asia from the 1970s. So why is Hong Kong’s creative industry today in a state of stagnation? Cultural Policy and East Asian Rivalry unravels the challenges faced by the creative industries in Hong Kong in relation to the wider East Asian context in countries including Singapore, Japan, Korea, Vietnam, Malaysia and China. Based on a four-year study of the gaming industry in Hong Kong, this book explores the barriers that creative industries face in the region. Fung argues that a lack of cultural policy in Hong Kong has damaged the gaming industry and by extension all creative industries in the region by rendering them uncompetitive. Conversely, the growing strength of cultural policy in other countries across the region has created further barriers for the industry.

Global Game Industries and Cultural Policy

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Author :
Release : 2017-02-10
Genre : Political Science
Kind : eBook
Book Rating : 600/5 ( reviews)

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Book Synopsis Global Game Industries and Cultural Policy by : Anthony Fung

Download or read book Global Game Industries and Cultural Policy written by Anthony Fung. This book was released on 2017-02-10. Available in PDF, EPUB and Kindle. Book excerpt: 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.

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