Transnational Contexts of Development History, Sociality, and Society of Play Video Games in East Asia /
| Corporate Author: | |
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| Other Authors: | , |
| Summary: | XV, 243 p. 32 illus. in color. text |
| Language: | English |
| Published: |
Cham :
Springer International Publishing : Imprint: Palgrave Macmillan,
2016.
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| Edition: | 1st ed. 2016. |
| Series: | East Asian Popular Culture,
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| Subjects: | |
| Online Access: | https://doi.org/10.1007/978-3-319-43820-7 |
| Format: | Electronic Book |
Table of Contents:
- .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.