Gaming Globally [electronic resource] : Production, Play, and Place /
Huntemann, N.editor.
Aslinger, B.editor.
Video games are inherently transnational by virtue of industrial, textual, and player practices. The contributors touch upon nations not usually examined by game studies - including the former Czechoslovakia, Turkey, India, and Brazil - and also add new perspectives to the global hubs of China, Singapore, Australia, Japan, and the United States.
Description based upon print version of record.
Cover; Half-Title; Title; Copyright; Contents; List of Figures and Tables; Notes on Contributors; Introduction; Part I Macro; 1 Who Plays, Who Pays? Mapping Video Game Production and Consumption Globally; 2 Women in Video Games: The Case of Hardware Production and Promotion; 3 Redefining the Console for the Global, Networked Era Ben Aslinger; Snapshot 1: Brazil: Tomorrow's Market; Snapshot 2: Video Game Development in Argentina; Part II Play Practices; Snapshot 3: Crafting a Path into Gaming Culture; 4 Heterogeneity in Game Histories
5 Playing at Being Social: A Cross-Generational Case Study of Social Gaming in Shanghai, China6 Unintended Travel: ROM Hackers and Fan Translations of Japanese Video Games; Part III Localization; 7 Equip Shield: The Role of Semipermeable Cultural Isolation in the History of Games and Comics; 8 Indiana Jones Fights the Communist Police: Local Appropriation of the Text Adventure Genre in the 1980s Czechoslovakia; 9 How Do You Say Gamer in Hindi?: Exploratory Research on the Indian Digital Game Industry and Culture
Snapshot 4: Australian Video Games: The Collapse and Reconstruction of an IndustryPart IV Strategies; Snapshot 5: Game Censorship and Regulation in the United States; 10 Space Wars: The Politics of Games Production in Europe; 11 Internet Development and the Commercialization of Online Gaming in China; 12 Video Game Development in the Middle East: Iran, the Arab World, and Beyond; Index
Includes bibliographical references at the end of each chapters and index.
Video games are inherently transnational by virtue of industrial, textual, and player practices. The contributors touch upon nations not usually examined by game studies - including the former Czechoslovakia, Turkey, India, and Brazil - and also add new perspectives to the global hubs of China, Singapore, Australia, Japan, and the United States.
Sports-Sociological aspects.
Communication.
Culture-Study and teaching.
Cultural studies.
Sociology of Sport and Leisure.
Media Studies.
Regional and Cultural Studies.
Cultural and Media Studies, general.
Cultural Studies.