001358170 000__ 05769cam\a2200577Mi\4500 001358170 001__ 1358170 001358170 003__ OCoLC 001358170 005__ 20230306152608.0 001358170 006__ m\\\\\o\\d\\\\\\\\ 001358170 007__ cr\nn\nnnunnun 001358170 008__ 170210s2016\\\\gw\a\\\\ob\\\\001\0\eng\d 001358170 019__ $$a972565560$$a972795343$$a972946715$$a973113137$$a973314196$$a973375318$$a973511735$$a973760363$$a985055302$$a1004757678$$a1005793144$$a1035411799 001358170 020__ $$a9783319407609 001358170 020__ $$a3319407600 001358170 020__ $$a3319407597 001358170 020__ $$a9783319407593 001358170 020__ $$z9783319407593 001358170 0247_ $$a10.1007/978-3-319-40760-9$$2doi 001358170 035__ $$aSP(OCoLC)981869147$$z(OCoLC)972565560$$z(OCoLC)972795343$$z(OCoLC)972946715$$z(OCoLC)973113137$$z(OCoLC)973314196$$z(OCoLC)973375318$$z(OCoLC)973511735$$z(OCoLC)973760363$$z(OCoLC)985055302$$z(OCoLC)1004757678$$z(OCoLC)1005793144$$z(OCoLC)1035411799 001358170 040__ $$aAZU$$beng$$epn$$cAZU$$dOCLCO$$dYDX$$dCCO$$dOCLCF$$dVT2$$dOCLCQ$$dERL$$dLEAUB$$dOCLCQ 001358170 043__ $$aa------ 001358170 049__ $$aISEA 001358170 050_4 $$aHM621-HM656 001358170 08204 $$a794.8$$223 001358170 24500 $$aGlobal Game Industries and Cultural Policy /$$cedited by Anthony Fung. 001358170 264_1 $$aCham :$$bSpringer International Publishing :$$bImprint :$$bPalgrave Macmillan,$$c2016. 001358170 300__ $$a1 online resource (XIX, 340 pages 5 illustrations) :$$bonline resource 001358170 336__ $$atext$$btxt$$2rdacontent 001358170 337__ $$acomputer$$bc$$2rdamedia 001358170 338__ $$aonline resource$$bcr$$2rdacarrier 001358170 347__ $$atext file$$bPDF$$2rda 001358170 4901_ $$aPalgrave Global Media Policy and Business 001358170 504__ $$aIncludes bibliographical references at the end of each chapters and index. 001358170 5050_ $$aIntroduction (Anthony Fung) -- Session I. Creative Industries and Cultural Policy -- Chapter 1. Creative industry and Cultural Policy in Asia reconsidered (Anthony Fung) -- Chapter 2. Creative industries and Cool Japan (Koichi Iwabuchi) -- Chapter 3. Before the gold rush: Culture without industry in China (Michael Keane) -- Session II. Regional Game Industries -- Chapter 4. Globalizing Chinese Online Game Industry: From Incubation, Hybridization to Structural Expansion in the Past Two Decades (Carlos K.F. Cheung and Anthony Fung) -- Chapter 5. The Role of Dual Institutional- And Technological Entrepreneurship in The Formation of the Japanese Social Game Industry (Mirko Ernkvist) -- Chapter 6. Revisiting Creative Industry Models for Game Industry Development in Southeast Asia (Pei-chi Chung) -- Chapter 7. The Globally Integrated Network of South Korean Online Game Industry: Introduction (Pei-chi Chung) -- Chapter 8. Media Globalization in Cultural Industries on 21st Century: A Case Study of Taiwan's Online Gaming Industry (Lai Chi Chen) -- Chapter 9. A Patchwork of Potential: A Survey of the European Game Industry (David Nieborg and Jeroen de Kloet) -- Chapter 10. Contested Reception of the Free-To-Play Business Model in the North American Video Game Market (Matthew M. Chew) -- Session III. Mobile Play -- Chapter 11. Beyond the Game of Cat and Mouse: Challenges of Discoverability and Piracy In Mobile Gaming Market (Elaine Jing Zhao) -- Chapter 12. The Place of the Mobile Play: Camera Phone Play and Gamified Locative Media (Larissa Hjorth) -- Session IV. Online Games -- Chapter 13. Online Game Worlds as a Virtual Co-presence across National Borders (Holin Lin and Chuen-Tsai Sun) -- Chapter 14. The Decline of MMOs (Richard A. Bartle) -- Chapter 15. Governance Challenges in the Global Games Industry (Darryl Woodford) -- Index. 001358170 506__ $$aAccess limited to authorized users. 001358170 520__ $$a"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. 001358170 650_0 $$aCulture$$xStudy and teaching. 001358170 650_0 $$aEthnology$$zAsia. 001358170 650_0 $$aYouth$$xSocial life and customs. 001358170 650_0 $$aIndustries. 001358170 650_0 $$aGame theory. 001358170 655_0 $$aElectronic books 001358170 7001_ $$aFung, Anthony,$$eeditor. 001358170 77608 $$iPrint version:$$z9783319407593 001358170 830_0 $$aPalgrave global media policy and business. 001358170 852__ $$bebk 001358170 85640 $$3Springer Nature$$uhttps://univsouthin.idm.oclc.org/login?url=https://link.springer.com/10.1007/978-3-319-40760-9$$zOnline Access$$91397441.1 001358170 909CO $$ooai:library.usi.edu:1358170$$pGLOBAL_SET 001358170 980__ $$aBIB 001358170 980__ $$aEBOOK 001358170 982__ $$aEbook 001358170 983__ $$aOnline 001358170 994__ $$a92$$bISE