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Introduction (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.

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