Global Game Industries and Cultural Policy (Palgrave Global Media Policy and Business)
معرفی کتاب «Global Game Industries and Cultural Policy (Palgrave Global Media Policy and Business)» نوشتهٔ Anthony Fung (eds.)، منتشرشده توسط نشر Springer International Publishing : Imprint : Palgrave Macmillan در سال 2016. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.
"As gaming overtakes heritage entertainments in East Asia as rapidly as elsewhere, Global Game Industries and Cultural Policy fills an important gap by surveying the region. Its focus on the continued role of national policy, from internal censorship to brand nationalism, constitutes an important corrective to the rhetoric of globalization."--Professor Chris Berry, King's College London, UK 'The games industry globally has had astounding growth - overtaking music and film in global sector size some years ago - and Asia is where much of this growth and innovation in modes of player engagement is happening. Anthony Fung's new collection takes us to the rapidly beating heart of this industry, giving us the latest industry lowdown while situating the analysis in the broader contexts of dynamic creative industries and cultural policy initiatives.'- Stuart Cunningham, Distinguished Professor of Media and Communications, Queensland University of Technology 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 Front Matter....Pages i-xix Introduction....Pages 1-11 Front Matter....Pages 13-13 Creative Industry and Cultural Policy in Asia Reconsidered....Pages 15-31 Creative Industries and Cool Japan....Pages 33-52 Before the Gold Rush: Culture Without Industry in China....Pages 53-68 Front Matter....Pages 69-69 Globalizing the Chinese Online Game Industry: From Incubation and Hybridization to Structural Expansion in the Past Two Decades....Pages 71-90 The Role of Dual Institutional- and Technological Entrepreneurship in the Formation of the Japanese Social-Game Industry....Pages 91-124 Revisiting Creative Industry Models for Game Industry Development in Southeast Asia....Pages 125-151 The Globally Integrated Network of South Korean Online Game Industry....Pages 153-171 Media Globalization of Cultural Industries in the Twenty-First Century: A Case Study of Taiwan’s Online Gaming Industry....Pages 173-199 A Patchwork of Potential: A Survey of the European Game Industry....Pages 201-226 Contested Reception of the Free-To-Play Business Model in the North American Video Game Market....Pages 227-249 Front Matter....Pages 251-251 Beyond the Game of Cat and Mouse: Challenges of Discoverability and Piracy in the Mobile Gaming Market....Pages 253-270 The Place of the Mobile Play: Camera Phone Play and Gamified Locative Media....Pages 271-281 Front Matter....Pages 283-283 Online Game Worlds as a Virtual Co-presence across National Borders....Pages 285-302 The Decline of MMOs....Pages 303-316 Governance Challenges in the Global Games Industry....Pages 317-329 Back Matter....Pages 331-340 This volume 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 globalisation. The primary focus is on Asian cultural policy and industries while there are implicit comparisons throughout the book to compare Asia to other global markets.
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