Gaming cultures and place in Asia-Pacific / edited by Larissa Hjorth and Dean Chan. - xii, 297 pages : illustrations ; 24 cm. - Routledge studies in new media and cyberculture ; 5 . - Routledge studies in new media and cyberculture ; 5. .

Includes bibliographical references and index.

Locating the Game: Gaming Cultures in /and the Asia-Pacific Region / Industries -- The Politics of Online Gaming / Gaming Nation: The Australian Game Development Industry / The Dynamics of New Media Globalization in Asia: A Comparative Study of the Online Gaming Industries in South Korea and Singapore / Localities -- Consuming and Localizing Japanese Combat Games in Hong Kong / The "Bang" where Korean Online Gaming Began: The Culture and Business of the PC bang in Korea / Lan Gaming Groups: Snapshots from an Australasian Case Study / Melanie Swalwell / Genres and New Rubrics -- Beyond the "Great Firewall": The Case of In-game Protests in China / Pokemon / David Surman -- Watching StarCraft, Strategy and South Korea / The Re-presentation of Country as Virtual Artefact in Australian Aboriginal Cultural Heritage using a Game Engine / Sticky Games and Hybrid Worlds: A Post-phenomenology of Mobile Phones, Mobile Gaming and the iPhone / Players, Playing, and Virtual Communities -- Managing Risks in Online Game Worlds: Networking Strategies Among Taiwanese Adolescent Players / Chuen-Tsai Sun -- Games of Gender: A Case Study on Females who Play Games in Seoul, South Korea / Playing the Gender Game: The Performance of Japan, Gender and Gaming via Melbourne Female Cosplayers / Larissa Hjorth and Dean Chan -- Florence Chee and Dal Yong Jin -- Sam Hinton -- Peichi Chung -- Benjamin Wai-Ming Ng -- Jun-Sok Huhh -- 1999- -- Dean Chan -- 151: Complicating kawaii -- Christian McCrea -- Theodor G. Wyeld, Brett Leavy and Patrick Crogan -- Ingrid Richardson -- Holin Lin & -- Larissa Hjorth, Bora Na and Jun-Sok Huhh -- Larissa Hjorth. 1. Part 1. 2. 3. 4. Part 2. 5. 6. 7. 2008. Part 3. 8. 9. 10. 11. 12. Part 4. 13. 14. 15.

"This collection explores the relationship between digital gaming and its cultural context by focusing on the burgeoning Asia-Pacific region. Encompassing key locations for global gaming production and consumption such as Japan, China, and South Korea, as well as increasingly significant sites including Australia and Singapore, the region provides a wealth of divergent examples of the role of gaming as a socio-cultural phenomenon. Drawing from micro ethnographic studies of specific games and gaming locales to macro political economy analyses of techno-nationalisms and trans-cultural flows, this collection provides an interdisciplinary model for thinking through the politics of gaming production, representation, and consumption in the region."--Publisher's website.

0415996279 9780415996273

2008054181


Computer games--Social aspects--Pacific Area

GV1469.17.S63 / G36 2009

306.487