Transnational Contexts of Development History, Sociality, and Society of Play Video Games in East Asia /
| 団体著者: | |
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| その他の著者: | , |
| 要約: | XV, 243 p. 32 illus. in color. text |
| 言語: | 英語 |
| 出版事項: |
Cham :
Springer International Publishing : Imprint: Palgrave Macmillan,
2016.
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| 版: | 1st ed. 2016. |
| シリーズ: | East Asian Popular Culture,
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| 主題: | |
| オンライン・アクセス: | https://doi.org/10.1007/978-3-319-43820-7 |
| フォーマット: | 電子媒体 図書 |
目次:
- .Introduction
- .Part I. History
- 1. Developing History of the Japanese Video Game Industry; Mariko Koizumi
- 2. It’s Dangerous to Go Alone! Take this (New Technology): Nintendo’s Impact on the Technological Landscape of the Video Gaming Industry; Arielle Goldberg
- Part II. Mobile Social Games
- 3. In-game Purchases and Event Features of Mobile Social Games in Japan; Akiko Shibuya
- 4. Bowling Online: Mobile Social Games for Korean Teen Girls; Hogeun Seo
- 5. Database Production: Planners and Players in a Japanese Mobile Game Studio; Bryan Hartzheim
- Part III. Social Impacts
- 6. Hong Kong Net-bar Youth Gaming: A Labeling Perspective; Sara Liao
- 7. Development of an Internet Gaming Addiction Scale Based on the DSM-5’s Nine Diagnostic Criteria with South Korean Gamer Samples; Hongsik Yu
- List of Contributors
- Index.