Gaming Cultures And Place In Asia Pacific
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Author | : Larissa Hjorth |
Publisher | : Routledge |
Total Pages | : 314 |
Release | : 2009-06-24 |
Genre | : Computers |
ISBN | : 1135843171 |
This collection explores the politics of game play and its cultural context by focusing on the Asia-Pacific region. Drawing from micro ethnographic studies to macro political economy analysis of techno-nationalisms and transcultural flows of cultural capital, it provides an interdisciplinary model for thinking through the politics of gaming.
Author | : Larissa Hjorth |
Publisher | : Routledge |
Total Pages | : 220 |
Release | : 2013 |
Genre | : Computers |
ISBN | : 0415672163 |
Locating intimacies of place and gender (Seoul) -- Spectres of mobile intimacy : mobile media in crisis management of 3.11 (Tokyo) -- The place of intimate visualities : Ba ling hou, LBS and camera phones (Shanghai) -- Intimate distance : sociality and identity in the face of diaspora (Manila) -- Generations, mobile intimacy and political affect (Singapore) -- The place of the domestic : smartphones, women and labour (Melbourne) -- Intimate publics, communities and networks in an age of mobile social media -- Topographies of the intimate : mobile publics in the Asia-Pacific -- Emplaced presences : visual cultures of embodied intimacies -- Conclusion : intimacies of the social, mobile and local.
Author | : Larissa Hjorth |
Publisher | : Routledge |
Total Pages | : 488 |
Release | : 2015-11-06 |
Genre | : Social Science |
ISBN | : 1317684982 |
While a decade ago much of the discussion of new media in Asia was couched in Occidental notions of Asia as a "default setting" for technology in the future, today we are seeing a much more complex picture of contesting new media practices and production. As "new media" becomes increasingly an everyday reality for young and old across Asia through smartphones and associated devices, boundaries between art, new media, and the everyday are transformed. This Handbook addresses the historical, social, cultural, political, philosophical, artistic and economic dimensions of the region’s new media. Through an interdisciplinary revision of both "new media" and "Asia" the contributors provide new insights into the complex and contesting terrains of both notions. The Routledge Handbook of New Media in Asia will be the definitive publication for readers interested in comprehending all the various aspects of new media in Asia. It provides an authoritative, up-to-date, intellectually broad, conceptually cutting-edge guide to the important aspects of new media in the region — as the first point of consultation for researchers, advanced level undergraduate and postgraduate students in fields of new media and Asian studies.
Author | : Filippo Gilardi |
Publisher | : Springer Nature |
Total Pages | : 281 |
Release | : 2023-10-24 |
Genre | : Social Science |
ISBN | : 9819937965 |
This is an edited book that fills a gap in knowledge by providing a comprehensive view of esports practice from the Asia and Pacific region. The volume looks at the development of esports through the interconnections between institutions, industries, players, and society, across the Asia-Pacific. Over the last two decades, the Asia-Pacific region has been central to the growth and development of esports. The value of this book lies in its ability to provide a view of esport from countries that are currently underrepresented in the literature such as Vietnam, Malaysia, Taiwan, Hong Kong, Singapore, Philippines and Australia while still integrating chapters looking at more well-researched countries such as China, Korea, and Japan. Through its diverse case studies, the book serves as a resource for scholars and educators worldwide who seek diverse examples with which to improve understanding of the esports phenomenon and the inclusiveness of media and communication curricula. chapters “Introduction to Esports in the Asia-Pacific” and “Conclusions to Esports in the Asia–Pacific” are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.
Author | : Alexis Pulos |
Publisher | : Springer |
Total Pages | : 223 |
Release | : 2016-12-24 |
Genre | : Social Science |
ISBN | : 3319438174 |
This book examines the local, regional and transnational contexts of video games through a focused analysis on gaming communities, the ways game design regulates gender and class relations, and the impacts of colonization on game design. The critical interest in games as a cultural artifact is covered by a wide range of interdisciplinary work. To highlight the social impacts of games the first section of the book covers the systems built around high score game competitions, the development of independent game design communities, and the formation of fan communities and cosplay. The second section of the book offers a deeper analysis of game structures, gender and masculinity, and the economic constraints of empire that are built into game design. The final section offers a macro perspective on transnational and colonial discourses built into the cultural structures of East Asian game play.
Author | : Phillip Penix-Tadsen |
Publisher | : Lulu.com |
Total Pages | : 302 |
Release | : 2019 |
Genre | : Computers |
ISBN | : 0359641393 |
Video Games and the Global South redefines games and game culture from south to north, analyzing the cultural impact of video games, the growth of game development and the vitality of game cultures across Africa, the Middle East, Central and South America, the Indian subcontinent, Oceania and Asia.
Author | : N. Huntemann |
Publisher | : Springer |
Total Pages | : 272 |
Release | : 2016-01-26 |
Genre | : Sports & Recreation |
ISBN | : 1137006331 |
Video games are inherently transnational by virtue of industrial, textual, and player practices. The contributors touch upon nations not usually examined by game studies - including the former Czechoslovakia, Turkey, India, and Brazil - and also add new perspectives to the global hubs of China, Singapore, Australia, Japan, and the United States.
Author | : John A. Lent |
Publisher | : Rowman & Littlefield |
Total Pages | : 195 |
Release | : 2013 |
Genre | : Computers |
ISBN | : 0739179616 |
Asian Popular Culture: New, Hybrid, and Alternate Media, edited by John A. Lent and Lorna Fitzsimmons, is an interdisciplinary study of popular culture practices in Asia, including regional and national studies of Japan, China, South Korea, and Australia. The contributors explore the evolution and intersection of popular forms (gaming, manga, anime, film, music, fiction, YouTube videos) and explicate the changing cultural meanings of these media in historical and contemporary contexts. At this study's core are the roles popular culture plays in the construction of national and regional identity. Common themes in this text include the impact of new information technology, whether it be on gaming in East Asia, music in 1960s' Japan, or candlelight vigils in South Korea; hybridity, of old and new versions of the Chinese game Weiqi, of online and hand-held gaming in South Korea and Japan that developed localized expressions, or of United States culture transplanted to Japan in post-World War II, leading to the current otaku (fan boy) culture; and the roles that nationalism and grassroots and alternative media of expression play in contemporary Asian popular culture. This is an essential study in understanding the role of popular culture in Asia's national and regional identity.
Author | : Dal Yong Jin |
Publisher | : Springer |
Total Pages | : 245 |
Release | : 2016-07-29 |
Genre | : Language Arts & Disciplines |
ISBN | : 9402408266 |
This book analyzes mobile gaming in the Asian context and looks into a hitherto neglected focus of inquiry – a localized mobile landscape, with particular reference to young Asians’ engagement with mobile gaming. This edition focuses not only on the remarkable success of local mobile games, but also on the significance of social milieu in the development of Asian mobile technologies and gaming culture. It analyzes the growth of the current mobile technologies and mobile gaming not as separate but as continuous developments in tandem with the digital economy. It is of interest to both academics and a broader readership from the business, government, and information technology sectors
Author | : Florence M. Chee |
Publisher | : Rowman & Littlefield |
Total Pages | : 137 |
Release | : 2023 |
Genre | : Computer games |
ISBN | : 1793601402 |
This book is a critical ethnographic investigation of media discourses surrounding online game addiction and the sociocultural roles fulfilled by games in everyday life. Focusing on Korea's sociohistorical and technocultural context, this work celebrates and recognizes the foundational role of Korean game culture in shaping global games and play.