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List of Figures and Tables=vii
Notes on Contributors=ix
Introduction / Ben Aslinger ; Nina B. Huntemann=1
Part I. Macro
1. Who Plays, Who Pays? Mapping Video Game Production and Consumption Globally / Randy Nichols=19
2. Women in Video Games : The Case of Hardware Production and Promotion / Nina B. Huntemann=41
3. Redefining the Console for the Global, Networked Era / Ben Aslinger=59
Snapshot 1 : Brazil : Tomorrow's Market / James Portnow ; Arthur Protasio ; Kate Donaldson=75
Snapshot 2 : Video Game Development in Argentina / Agustín Pérez Fernández=79
Part II. Play Practices
Snapshot 3 : Crafting a Path into Gaming Culture / Sean C. Duncan=85
4. Heterogeneity in Game Histories / Philip Tan ; Konstantin Mitgutsch=91
5. Playing at Being Social : A Cross-Generational Case Study of Social Gaming in Shanghai, China / Larissa Hjorth ; Michael Arnold=101
6. Unintended Travel : ROM Hackers and Fan Translations of Japanese Video Games / Mia Consalvo=119
Part III. Localization
7. Equip Shield : The Role of Semipermeable Cultural Isolation in the History of Games and Comics / Bryant Paul Johnson=141
8. Indiana Jones Fights the Communist Police : Local Appropriation of the Text Adventure Genre in the 1980s Czechoslovakia / Jaroslav Švelch=163
9. How Do You Say Gamer in Hindi? : Exploratory Research on the Indian Digital Game Industry and Culture / Adrienne Shaw=183
Snapshot 4 : Australian Video Games : The Collapse and Reconstruction of an Industry / Christian McCrea=203
Part IV. Strategies
Snapshot 5 : Game Censorship and Regulation in the United States / Carly A. Kocurek=211
10. Space Wars : The Politics of Games Production in Europe / Aphra Kerr=215
11. Internet Development and the Commercialization of Online Gaming in China / Peichi Chung ; Anthony Fung=233
12. Video Game Development in the Middle East : Iran, the Arab World, and Beyond / Vit Šisler=251
Index=273
1.1. Purchasing power for employees in computer and electronics manufacturing across countries in US Dollars, 2007=31
11.1. The growth of Internet users and Internet penetration in China from 2000 to 2010=238
11.2. The growth of the online game market in China from 2006 to 2010=239
11.3. China's top-ten online games in 2010=240
1.1. Global hardware consumption, 2009=21
1.2. Global participation in software development and publishing of top-ten video games of all time=24
1.3. National involvement in the production process of Xbox 360 and other video game consoles=29
6.1. A partial list of utilities and tools found at RHDN=125
6.2. Screenshot of Mother 3 handbook=133
7.1. The Dungeon Masters=151
7.2. Beyond the Wall=156
8.1. The loading screen(left) and the opening screen of the first Czechoslovak Indiana Jones game=167
8.2. Hacking games : System 15000 and Sting III=169
8.3. Indiana Jones as a protagonist of intertextuality in Czechoslovak text adventures=172
8.4. The title screen and an in-game screen of City of Robots=175
8.5. The title screen and an in-game screenshot of…What the Heck?!=176
12.1. Theoretical framework of video game development in the Middle East=253
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