Transnational Contexts of Development History, Sociality, and Society of Play Video Games in East Asia /

書誌詳細
団体著者: SpringerLink (Online service)
その他の著者: Lee, S. Austin (編集者), Pulos, Alexis (編集者)
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.
版:1st ed. 2016.
シリーズ:East Asian Popular Culture,
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.