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  • 2015-2019  (6)
  • 1930-1934
  • Pulos, Alexis  (6)
  • Cham : Springer International Publishing  (6)
  • 1
    Online-Ressource
    Online-Ressource
    Cham : Springer International Publishing
    ISBN: 9783319438207
    Sprache: Englisch
    Seiten: 1 Online-Ressource (249 pages)
    Serie: East Asian Popular Culture
    Serie: East Asian Popular Culture Ser
    Paralleltitel: Print version Lee, Seungcheol Austin Transnational Contexts of Development History, Sociality, and Society of Play : Video Games in East Asia
    DDC: 301
    Schlagwort(e): Ethnology-Asia ; Ethnology-Asia ; Electronic books
    Kurzfassung: Contents -- About the Editors -- Contributor Bios -- List of Figures -- List of Tables -- Chapter 1: Introduction: Histories and Industries of Gameplay -- Part I -- Part II -- Part III -- Companion Edition -- Notes -- Bibliography -- Part I: History -- Chapter 2: Japanese Video Game Industry: History of Its Growth and Current State -- Snapshot of the Globally Dominant Japanese Video Game Industry -- Organization of Video Game as Based on Device -- Changes in the Size of Japan's Home Video Game Industry -- Japan's Home Video Game Industry: Key Players in Hardware and Software -- Nintendo's Development of Family Computer and Business Strategies -- SCE's Business Model for the PlayStation -- Video Game Console Manufacturers that Retreated from the Market -- Comparing Data Compiled for Nintendo and SCE, Which Reflects the Overall Japanese Market -- Japanese Home Video Game Software Companies -- The Growth of Online Games and Online-Game Companies in Japan: The Internet Influence on the Video Game Industry -- The Past, Present, and Future of the Video Game Industry in Japan -- Notes -- Bibliography -- Chapter 3: It's Dangerous to go Alone! Take this (New Technology): Nintendo's Impact on the Technological Landscape of the Video Gaming Industry -- Introduction -- Immersion -- Interfaces -- Facilitating Immersion Through Interface Innovation -- Stacking the Deck -- Gaming on the Go -- Nintendo 3DS -- "The Legend of Zelda" -- A Bird's-Eye View (1986-1996) -- On Target (1996-2006) -- Flailing in Real Life (2006-Present) -- Attracting New Gamers and Deepening Existing Relationships -- Thinking Outside the Console -- The Next Adventure: How Will Nintendo Stay Competitive? -- Mobile Games -- Hardware -- Putting It All Together: "Pokémon GO" -- Conclusion -- Bibliography -- Part II: Mobile Social Games
    Kurzfassung: Chapter 4: In-Game Purchases and Event Features of Mobile Social Games in Japan -- Introduction: Mobile Game Players on Trains -- Rapid Growth of the Japanese Mobile Social Game Market -- Background of Mobile Social Game Market in Japan -- Mobility and Social Networking Features -- Monetary Features of Games -- Gacha -- "Kompu Gacha" -- Limited-Time Events -- Limited-Time Gacha -- "Step-Up Gacha" in Limited-Time Events -- A Systematic Analysis of Interactive and Online Game Mechanic -- Selection of Games and Analysis of Contents: Method -- Survey for Sampling Games -- Participants as Game Informants -- Survey Procedure -- Sampling Popular Games -- Coding Procedure of Game Analysis -- Participants as Game Coders -- Coding Process -- Operational Definitions and Coding Categories -- In-Game Purchases -- Limited-Time Events -- Reliability -- Results of the Systematic Analysis -- In-Game Purchases Were Present in 97% of the Games -- Limited-Time Events Were Found in 90% of Games -- Comparisons of Normal and Limited-Time Gacha -- Discussion -- Notes -- Game References -- Bibliography -- Chapter 5: Bowling Online: Mobile Social Games for Korean Teen Girls -- Social Capital, Social Networks, and Communication Technology -- The Effects of Mobile Phones and Games -- Methodology -- Results -- Discussion -- Notes -- Bibliography -- Chapter 6: Database Production: Planners and Players in a Japanese Mobile Game Studio -- Planners vs. Designers -- Fragmented Consumption and Database Production -- Database Production in the Context of Transnational Game Development -- Conclusion -- Notes -- Bibliography -- Part III: Social Impacts -- Chapter 7: Hong Kong Net-Bar Youth Gaming: A Labeling Perspective -- Labeling Perspective -- Method -- The Net-Bar and the Youth in Hong Kong -- Social Labels on Net-Bar Youth -- Dokuo (毒男) -- MK Boys -- Sex-Seeking
    Kurzfassung: Excessive Vulgarity -- Negotiating Image and Identity: Strategies to Deal with Labels -- Avoiding -- Normalizing -- Neutralizing -- Professionalizing -- Quitting -- Discussion -- Limitations -- Notes -- Bibliography -- Chapter 8: Development of an Internet Gaming Addiction Scale Based on the DSM-5's Nine Diagnostic Criteria with South Korean Gamer Samples -- Internet Gaming Addiction Issues in South Korea -- Internet Gaming Addiction and Its Explicit Diagnostic Criteria -- The Present Study -- Procedure and Samples -- Measures -- Findings -- Descriptive Results -- Development of the Internet Gaming Addiction Scale -- A Shortened Version of the Internet Gaming Addiction Scale -- Establishing the Validity of the Internet Gaming Addiction Scale -- Determining Addiction with Latent Class Analysis -- Discussion -- Note -- References -- Index
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
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  • 2
    Online-Ressource
    Online-Ressource
    Cham : Springer International Publishing | Imprint: Palgrave Macmillan
    ISBN: 9783319438207
    Sprache: Englisch
    Seiten: 1 Online-Ressource (XV, 243 p. 32 illus. in color)
    Serie: East Asian Popular Culture
    Paralleltitel: Erscheint auch als
    DDC: 306.095
    RVK:
    Schlagwort(e): Culture Study and teaching ; Ethnology Asia ; Youth Social life and customs ; Communication ; Asia History ; Asia Politics and government
    URL: Volltext  (lizenzpflichtig)
    URL: Volltext  (URL des Erstveröffentlichers)
    URL: Volltext  (lizenzpflichtig)
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
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  • 3
    Online-Ressource
    Online-Ressource
    Cham : Springer International Publishing | Cham : Springer International Publishing AG
    ISBN: 9783319438177 , 3319438174
    Sprache: Englisch
    Seiten: 1 Online-Ressource (XV, 218 Seiten) , 14 illus. in color.
    Ausgabe: 1st ed. 2016
    Serie: East Asian Popular Culture
    Paralleltitel: Erscheint auch als Transnational Contexts of Culture, Gender, Class, and Colonialism in Play
    DDC: 306.095
    Schlagwort(e): Ethnology Asia ; Culture ; Communication ; Asia Politics and government ; Sex ; Imperialism ; Asian Culture ; Media and Communication ; Asian Politics ; Gender Studies ; Imperialism and Colonialism
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
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  • 4
    Online-Ressource
    Online-Ressource
    Cham : Springer International Publishing | Cham : Springer International Publishing AG
    ISBN: 9783319438207 , 3319438204
    Sprache: Englisch
    Seiten: 1 Online-Ressource (XV, 243 Seiten) , 32 illus. in color.
    Ausgabe: 1st ed. 2016
    Serie: East Asian Popular Culture
    Paralleltitel: Erscheint auch als Transnational Contexts of Development History, Sociality, and Society of Play
    DDC: 306.095
    Schlagwort(e): Ethnology Asia ; Culture ; Communication ; Asia History ; Asia Politics and government ; Youth Social life and customs ; Asian Culture ; Media and Communication ; Asian History ; Asian Politics ; Youth Culture
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
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  • 5
    Online-Ressource
    Online-Ressource
    Cham : Springer International Publishing | Imprint: Palgrave Macmillan
    ISBN: 9783319438177
    Sprache: Englisch
    Seiten: 1 Online-Ressource (XV, 218 p. 14 illus. in color)
    Serie: East Asian Popular Culture
    Paralleltitel: Erscheint auch als
    DDC: 306.095
    Schlagwort(e): Culture Study and teaching ; Ethnology Asia ; Communication ; Imperialism ; Asia Politics and government ; Sociology ; Sex (Psychology) ; Gender expression ; Gender identity
    URL: Volltext  (lizenzpflichtig)
    URL: Volltext  (lizenzpflichtig)
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
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  • 6
    Online-Ressource
    Online-Ressource
    Cham : Springer International Publishing
    ISBN: 9783319438177
    Sprache: Englisch
    Seiten: 1 Online-Ressource (223 pages)
    Serie: East Asian Popular Culture
    Serie: East Asian Popular Culture Ser
    Paralleltitel: Print version Pulos, Alexis Transnational Contexts of Culture, Gender, Class, and Colonialism in Play : Video Games in East Asia
    DDC: 301
    Schlagwort(e): Ethnology-Asia ; Ethnology-Asia ; Electronic books
    Kurzfassung: Contents -- About the Editors -- Contributor Bios -- List of Figures -- List of Tables -- Chapter 1: Introduction -- Introduction: Developing Critical Contexts of Gameplay -- Notes -- References -- Part I Gamer Culture -- Chapter 2: Bullet Hell: The Globalized Growth of Danmaku Games and the Digital Culture of High Scores and World Records -- Amusement Arcades, Shmups and Danmaku Games -- From Japan to the West -- High Scores, eSports and Speedrunning -- High Scores as eSports? -- High Scores and Speedrunning? -- The Epistemology of the World Record -- Cooperation, Competition and Sportsmanship -- The "Winner" and the Million Losers -- Conclusion -- Note -- References -- Chapter 3: Content Production Fields and Doujin Game Developers in Japan: Non-economic Rewards as Drivers of Variety in Games -- Introduction -- Previous Studies -- Analytical Framework and Research Method -- Analytical Framework -- Research Method -- Characteristics of Doujin Game Development: Consciousness and Production Practices -- Consciousness: Purpose of Production -- Production Practices: Variety of Works -- Production Practices: Autonomy of Production with Small Number of Developers -- Production Practices: Flexibility of Production Process -- Production Practices: Production Period -- Production Practices: Closeness and Interaction Between Developers and Users -- Production Practices: Incomplete Debugging -- Characteristics of Doujin Game Distribution: Livelihood Earning Opportunities -- Economic Rewards and Earning Livelihood as Un-Intended Results -- Development of Local Distribution Network of Doujin Game: 1970s to 2010s -- Livelihood Earning Opportunity by Doujin Game Distribution -- Globalization of the Distribution Channels after 2010 -- Conclusion -- References
    Kurzfassung: Chapter 4: From Pioneering Amateur to Tamed Co-operator: Tamed Desires and Untamed Resistance in the Cosplay Scene in China -- Cosplay in China -- The Missing Discussion of the Cosplay and Cultural Economy -- From Amateur to Professional and Commercialized -- Case Study: Hangzhou304 COS -- Tamed Struggle: Subcultural and Authorial Dynamics During the Transformation from Amateur to Professional -- Example of Tamed Struggle: Yaoi (Homosexual) and Drag (Transgender) Performances -- Homosexuality as Offensive and a Censored Issue -- The Negotiation of HZ304 in the Tamed Struggle -- Conclusion: The Dilemma of the Professional and the Subcultural -- References -- Part II Gender and Class -- Chapter 5: Making Masculinity: Articulations of Gender and Japaneseness in Japanese RPGs and Machinima -- Phantom Japaneseness: The English Localization of JRPGs -- Masculinity and Heteronormativity in FFVII Game Fiction -- Fan Textual Productions: Using Japaneseness to Reinforce Gender Norms -- Notes -- References -- Chapter 6: Living the Simple Life: Defining Agricultural Simulation Games Through Empire -- Introduction -- Characteristics of Hay Day -- Hay Day and the Global Agricultural Market -- Theoretical Frameworks -- Empire -- Immaterial Labor -- Commodity Fetishism -- Applying Theories of Ideology to Video Games -- Method -- Themes and Analysis -- Theme 1: A Focus on the Exchange of Goods (n = 346) -- Theme 2: Member Recruitment and Community Building (n = 135) -- Theme 3: Complaints and Suggestions (n = 209) -- Conclusions -- References -- Part III Colonialism and Transnationalism -- Chapter 7: Virtual Colonialism: Japan's Others in SoulCalibur -- Stereotype and SoulCalibur -- Videogames and Colonial Discourse -- Timeless Essentialization: The Western Other -- Establishing an 'Orient': Western versus Eastern Characters -- The Japanese Self: Mythic Archetype
    Kurzfassung: The Tōyō Paradox: Japan's Positioning vis-à-vis Asia -- Virtual Colonialism -- Conclusions -- Notes -- References -- Chapter 8: A Chinese Cyber-Diaspora: Contact and Identity Negotiation in a Game World -- Introduction -- Literature Review -- Game Ecology and Presence -- Cyberspace Architecture -- Migration and Diaspora -- Methods and Data -- Historical Background -- The Burning Crusade Rush-A Visible Minority in "the 70s" -- The Wrath of the Lich King Rush in "the 80s" -- Collective Migration -- Decisions to Permanently Reside on TW Servers -- Stay Here or Go Home? -- Primary Findings -- Political Interaction: Expression, Conflict, and Looking-on -- Political Identity on Display: Sarcasm as a Part of Game Worlds -- Open Nationalist Confrontations -- Private Exchanges of Viewpoints -- Factors Affecting Virtual Cross-Border Interactions -- Seeking Segregation Based on Linguistic and Cultural Differences -- Player Types and Positions Affecting Contact Experience Tracks -- Effects of Population Ratios on Collective Dynamics -- Discussion -- Emergence of an Integrated and Hybrid Culture -- New Understanding Through Daily and Long-Term Contact -- The Power of Virtual World Social Design: The Most Recent Example -- Conclusion -- Notes -- References -- Index
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