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자료명/저자사항
Gaming globally : production, play, and place / edited by Nina B. Huntemann and Ben Aslinger 인기도
발행사항
New York, NY : Palgrave Macmillan, c2013
청구기호
306.487 -A13-1
자료실
[서울관] 서고(열람신청 후 1층 대출대)
형태사항
xi, 279 p. : ill., maps ; 23 cm
총서사항
Critical media studies
표준번호/부호
ISBN: 9781137006325 (hbk.)
제어번호
MONO2201305319
주기사항
Includes bibliographical references and index

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영문목차

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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  • 출판사 책소개 (알라딘 제공)

    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 ? including the former Czechoslovakia, Turkey, India and Brazil ? 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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