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Gaming globally = production, play, ...
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Palgrave Connect (Online service)
Gaming globally = production, play, and place /
Record Type:
Electronic resources : Monograph/item
Title/Author:
Gaming globally/ edited by Nina B. Huntemann and Ben Aslinger.
Reminder of title:
production, play, and place /
other author:
Huntemann, Nina.
Published:
New York :Palgrave Macmillan, : 2013.,
Description:
1 online resource (xi, 279 p.) :ill. :
Subject:
Video games. -
Online resource:
An electronic book accessible through the World Wide Web; click for information
ISBN:
9781137006332 (electronic bk.)
Gaming globally = production, play, and place /
Gaming globally
production, play, and place /[electronic resource] :edited by Nina B. Huntemann and Ben Aslinger. - 1st ed. - New York :Palgrave Macmillan,2013. - 1 online resource (xi, 279 p.) :ill. - Critical media studies. - Critical media studies (Palgrave Macmillan).
Includes bibliographical references and index.
Introduction;N.B. Huntemann and B. Aslinger -- MACRO -- Who Plays, Who Pays? Mapping Video Game Production and Consumption Globally; R. Nichols -- Women in Video Games: The Case of Hardware Production and Promotion; N.B. Huntemann -- Redefining the Console for the Global, Networked Era; B. Aslinger -- Snapshot 1: Video Game Development in Brazil; J. Portnow, A. Protasio, K. Donaldson -- Snapshot 2: Video Game Development in Argentina; A. P̌rez Ferǹndez -- PLAY PRACTICES -- Snapshot 3: Crafting a Path into Gaming Culture; S.C. Duncan -- Heterogeneity in Game Histories; P. Tan and K. Mitgutsch -- Playing at Being Social: A Cross-Generational Case Study of Social Gaming in Shanghai, China; L. Hjorth and M. Arnold -- Unintended Travel: ROM Hackers and Fan Translations of Japanese Video Games; M. Consalvo -- LOCALIZATION -- Equip Shield: The Role of Semi-Permeable Cultural Isolation in the History of Games and Comics; B. P. Johnson -- Indiana Jones Fights the Communist Police: Local Appropriation of the Text Adventure Genre in 1980s Czechoslovakia; J. ⁽velch -- How Do You Say Gamer in Hindi?: Exploratory Research on the Indian Digital Game Industry and Culture; A. Shaw -- Snapshot 4: Australian Video Games: The Collapse and Reconstruction of an Industry; C. McCrea -- STRATGIES -- Snapshot 5: Game Censorship and Regulation in the United States; C.A. Kocurek -- Space Wars: The Politics of Games Production in Europe; A. Kerr -- Internet Development and the Commercialization of Online Gaming in China; P. Chung and A. Fung -- Video Game Development in the Middle East: Iran, the Arab World, and Beyond; V. Sisler.
A collection of previously unpublished essays by both established and emerging scholars on video games in the global context.It represents the transnational nature of video games in terms of industrial, textual, and player practices, and advances cross-disciplinary approaches to game studies. It includes essays from scholars from seven countries analyzing game cultures on macro- and micro-levels and investigates the growing transnational nature of digital play. They touch upon nations not usually examined by game studies ₆ including the former Czechoslovakia, Turkey, India and Brazil ₆ and also adds new perspectives to the global gaming hubs of China, Singapore, Australia, Japan, and the United States. By examining both the major markets as well as regions and localities that have traditionally been under-served by dominant industrial players and under-examined by both journalists and scholars, this collection offers a more nuanced, fluid, and hybrid picture of gaming. These essays also provide new directions for game studies as the field matures beyond the binaries of hardware/software, ludology/narratology, and major/indie development. In addition to full-length essays, brief snapshots of case studies are included. The diversity of regions and perspectives explored in the snapshots and full-length essayshelp cultivate new ground for research and point to opportunities for scholars interested in the cross-pollination of gaming and globalization studies.
ISBN: 9781137006332 (electronic bk.)
Source: 569752Palgrave Macmillanhttp://www.palgraveconnect.comSubjects--Topical Terms:
212363
Video games.
Index Terms--Genre/Form:
96803
Electronic books.
LC Class. No.: GV1469.3 / .G36 2013
Dewey Class. No.: 794.8
Gaming globally = production, play, and place /
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production, play, and place /
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edited by Nina B. Huntemann and Ben Aslinger.
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Introduction;N.B. Huntemann and B. Aslinger -- MACRO -- Who Plays, Who Pays? Mapping Video Game Production and Consumption Globally; R. Nichols -- Women in Video Games: The Case of Hardware Production and Promotion; N.B. Huntemann -- Redefining the Console for the Global, Networked Era; B. Aslinger -- Snapshot 1: Video Game Development in Brazil; J. Portnow, A. Protasio, K. Donaldson -- Snapshot 2: Video Game Development in Argentina; A. P̌rez Ferǹndez -- PLAY PRACTICES -- Snapshot 3: Crafting a Path into Gaming Culture; S.C. Duncan -- Heterogeneity in Game Histories; P. Tan and K. Mitgutsch -- Playing at Being Social: A Cross-Generational Case Study of Social Gaming in Shanghai, China; L. Hjorth and M. Arnold -- Unintended Travel: ROM Hackers and Fan Translations of Japanese Video Games; M. Consalvo -- LOCALIZATION -- Equip Shield: The Role of Semi-Permeable Cultural Isolation in the History of Games and Comics; B. P. Johnson -- Indiana Jones Fights the Communist Police: Local Appropriation of the Text Adventure Genre in 1980s Czechoslovakia; J. ⁽velch -- How Do You Say Gamer in Hindi?: Exploratory Research on the Indian Digital Game Industry and Culture; A. Shaw -- Snapshot 4: Australian Video Games: The Collapse and Reconstruction of an Industry; C. McCrea -- STRATGIES -- Snapshot 5: Game Censorship and Regulation in the United States; C.A. Kocurek -- Space Wars: The Politics of Games Production in Europe; A. Kerr -- Internet Development and the Commercialization of Online Gaming in China; P. Chung and A. Fung -- Video Game Development in the Middle East: Iran, the Arab World, and Beyond; V. Sisler.
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A collection of previously unpublished essays by both established and emerging scholars on video games in the global context.It represents the transnational nature of video games in terms of industrial, textual, and player practices, and advances cross-disciplinary approaches to game studies. It includes essays from scholars from seven countries analyzing game cultures on macro- and micro-levels and investigates the growing transnational nature of digital play. They touch upon nations not usually examined by game studies ₆ including the former Czechoslovakia, Turkey, India and Brazil ₆ and also adds new perspectives to the global gaming hubs of China, Singapore, Australia, Japan, and the United States. By examining both the major markets as well as regions and localities that have traditionally been under-served by dominant industrial players and under-examined by both journalists and scholars, this collection offers a more nuanced, fluid, and hybrid picture of gaming. These essays also provide new directions for game studies as the field matures beyond the binaries of hardware/software, ludology/narratology, and major/indie development. In addition to full-length essays, brief snapshots of case studies are included. The diversity of regions and perspectives explored in the snapshots and full-length essayshelp cultivate new ground for research and point to opportunities for scholars interested in the cross-pollination of gaming and globalization studies.
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"Video games are inherently transnational by virtue of their industrial, textual, and player practices. This collection includes essays from scholars from eight countries analyzing game cultures on macro- and micro-levels and investigates the growing transnational nature of digital play"--Back cover.
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TEF
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