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ویرایش: نویسندگان: Feng Chen (editor), Ken S. McAllister (editor), Judd Ethan Ruggill (editor) سری: ISBN (شابک) : 3031415035, 9783031415036 ناشر: Palgrave Macmillan سال نشر: 2024 تعداد صفحات: 296 زبان: English فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) حجم فایل: 6 مگابایت
در صورت تبدیل فایل کتاب The Chinese Video Game Industry (Palgrave Games in Context) به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب صنعت بازی های ویدیویی چینی (بازی های پالگریو در زمینه) نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
Foreword: From What Position Do We Approach the Study of Digital Games? Acknowledgements Contents Notes on Contributors List of Figures List of Tables Chapter 1: Introduction State Power The Development Model Overall Size Mobile Gaming Exports Traditional Cultural Resources The Chinese Esports Market The Structure of This Book History Economics, Industrial Organization, and Policy Player Studies Culture References Part I: History Chapter 2: The History of the Twentieth-Century Chinese Game Industry: The Practice of Domestic Games as Evidence Introduction The Game Console The Learning Computer The Game Software Industry The China Image Game The Close of the Twentieth Century References Chapter 3: From Game Addiction to Game Culture: The Panorama of Chinese Video Game Research Introduction Start: Video Games as Original Sin? Reflection: Video Games as Works of Art New Wave: Video Games as Cultural Media Conclusion: Game Research for the Future References Chapter 4: Internationalization and Post-Orientalism: The Evolution of the Guochao of Contemporary Chinese Video Games Introduction 1980s: Localized “Reskins” Shaped China’s Early Gamers 1990s: The Wuxia Genre and Japanese Role-Playing Games 2000s: Xianxia Marks the Rise of Chinese Fantasy 2010s: All China’s Gamers Want an AAA Game to Call Their Own Conclusion References Part II: Economics, Industrial Organization, and Policy Chapter 5: Exploring Cultural Policy and Gaming Entrepreneurship in Shanghai: An Entrepreneurial Ecosystem Perspective Introduction Cultural Policy and the Game Industry in Shanghai Entrepreneurship: A Cultural Policy Weak Spot? Inside the Entrepreneurial Ecosystem Does Government Financial Support Make a Difference? Support Services: The Questionable Significance of Incubators and Co-working Spaces The Real Costs of Doing Business Conclusion References Chapter 6: Online Streaming and Digital Distribution Platforms: The Introduction of Western Games to Chinese Markets Introduction Overview Digital Distribution Platforms and Cultural Appropriation Cultural Appropriation and Economic Multiplayerization Translation and Control Aesthetics and Microtransactions The Reverse ShanZhai Path of Exile and Diablo Franchises on the Chinese Market Conclusion References Chapter 7: Japanese Game Company Strategies for Entering China: Comparative Case Studies from 1989 to 2019 Introduction Phase One: China as a Site for Outsourcing Phase Two: China as an Emerging Market Phase Three: China as a Mature Market Selecting the Case Studies Sony Interactive Entertainment: Compliance and Long-Term Collaboration Koei Tecmo: Transitioning from Development Arms to Regional Branches in Mainland China Square Enix: Gaining Market Share Through Rapid Decision-Making Conclusions Phase One: Offshore Development Kicked Off Japan’s Entry in China Phase Two: Emerging Market Leads to a Series of Trials and Errors Phase Three: China as a Mature Market References Part III: Player Studies Chapter 8: Competition, Emotion, and Socialization: A Study on the In-Game Purchase Mechanism and Player Motivation in Onmyoji Introduction A Mixed-Method Case Study of Onmyoji Onmyoji’s Game Mechanisms: Turn-Based Role-Playing Card Battle In-Game Purchase Mechanism: A Probabilistic Consumption Shikigami: Card-Drawing Soul-Gambling Pleasure Competitive Motivation: Paying to Win the Battle Emotional Motivation: Paying for Love and Identification Social Motivation: Paying to Share and Show Off Three-Dimensional In-Game Purchasing Motivation Model Mystery Saves No Bad Luck, Money Changes No Fate: Consumerism, Superstition, and Playbor References Chapter 9: Real Emotions in Virtual Play: The Impact of Honor of Kings on Players’ Attitudes Toward and Cognition of Historical Figures Introduction Functionalism A Brief Word on Cultivation Theory The Specificity of Games’ Impact on Cognition HoK Research Design and Implementation Findings Basic Information Players Generally Think Heroes in the Game Are Inconsistent with Historical Figures Skilled Players Prefer Corresponding Historical Figures Game Behaviors Have an Insignificant Impact on Willingness to Learn There Is No Significant Relationship between Game Behavior and Historical Cognition Conclusion and Interpretation Gaming Affects the Attitude and Cognition of Players Player-Avatar Identification and Real Emotions in Virtual Play References Chapter 10: Domesticating Gaming: An Intergenerational Study of Online Gaming Behaviors Among Older Gamers Introduction Review of the Literature Aging and Digital Practices Domestication Theory Research Methodology Research Findings Appropriation: Coping with Aging and Companionship Compensation Incorporation as an Alternative Action Objectification: Children’s Influence and Screen Autonomy Conversion: Avoidance of Self-Disclosure Re-domestication: Readmission in the Aging Process Conclusion References Part IV: Culture Chapter 11: Fan Empowerment and the Voice of the Production Sectors: A Discourse Analysis of the Contemporary Gaming Culture in China Introduction Culture as the Absent Factor in Chinese Game Industry Analysis The Empowerment of Game Fans and Fandom in the GRC The Apologies Constructing the Inferior, Hard-Working, and Passionate Self The Discourse Type of Settlement with Emotional Sentiment Emotional Sentiment and the Chinese Use of Mianzi (Face) and Guanxi (Relationship) in the Empowerment of Fans Consumerist Societies with Emotional and Cultural Sentiment in Trans-Border Consumption Conclusion and Further Investigation Appendix Excerpt 1 (Full Text) Excerpt 2 (Full Text) References Chapter 12: Women’s Esports in Hong Kong Introduction The Hong Kong Esports Scene Esports Idols Marketing Eye Candy Intimacy and Poor Performance Conclusion References Chapter 13: Media Representations of Older Digital Game Players in China: A Text-Mining Analysis Introduction Media Representations and Framing of Older Digital Game Players in China Text Mining as an Emerging Research Technique Sampling Method and Sample Description Findings from Keyword, Keyphrases, and Topic Modeling Analyses Results from the Analysis of Keyphrases Findings from Topic Modeling Findings from Keyword Concurrence Analysis Findings from Proximity Plot Analysis Conclusion References Index