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050 0 0 _aGV1469.17.S63
_bG36 2009
082 0 0 _a306.487
_222
245 0 0 _aGaming cultures and place in Asia-Pacific /
_cedited by Larissa Hjorth and Dean Chan.
264 1 _aNew York :
_bRoutledge,
_c2009.
300 _axii, 297 pages :
_billustrations ;
_c24 cm.
336 _atext
_btxt
_2rdacontent
337 _aunmediated
_bn
_2rdamedia
338 _avolume
_bnc
_2rdacarrier
490 1 _aRoutledge studies in new media and cyberculture ;
_v5
504 _aIncludes bibliographical references and index.
505 0 0 _g1.
_tLocating the Game: Gaming Cultures in /and the Asia-Pacific Region /
_rLarissa Hjorth and Dean Chan --
_gPart 1.
_tIndustries --
_g2.
_tThe Politics of Online Gaming /
_rFlorence Chee and Dal Yong Jin --
_g3.
_tGaming Nation: The Australian Game Development Industry /
_rSam Hinton --
_g4.
_tThe Dynamics of New Media Globalization in Asia: A Comparative Study of the Online Gaming Industries in South Korea and Singapore /
_rPeichi Chung --
_gPart 2.
_tLocalities --
_g5.
_tConsuming and Localizing Japanese Combat Games in Hong Kong /
_rBenjamin Wai-Ming Ng --
_g6.
_tThe "Bang" where Korean Online Gaming Began: The Culture and Business of the PC bang in Korea /
_rJun-Sok Huhh --
_g7.
_tLan Gaming Groups: Snapshots from an Australasian Case Study /
_r1999- --
_g2008.
_tMelanie Swalwell /
_r
_gPart 3.
_tGenres and New Rubrics --
_g8.
_tBeyond the "Great Firewall": The Case of In-game Protests in China /
_rDean Chan --
_g9.
_tPokemon /
_r151: Complicating kawaii --
_tDavid Surman --
_g10.
_tWatching StarCraft, Strategy and South Korea /
_rChristian McCrea --
_g11.
_tThe Re-presentation of Country as Virtual Artefact in Australian Aboriginal Cultural Heritage using a Game Engine /
_rTheodor G. Wyeld, Brett Leavy and Patrick Crogan --
_g12.
_tSticky Games and Hybrid Worlds: A Post-phenomenology of Mobile Phones, Mobile Gaming and the iPhone /
_rIngrid Richardson --
_gPart 4.
_tPlayers, Playing, and Virtual Communities --
_g13.
_tManaging Risks in Online Game Worlds: Networking Strategies Among Taiwanese Adolescent Players /
_rHolin Lin &amp --
_tChuen-Tsai Sun --
_g14.
_tGames of Gender: A Case Study on Females who Play Games in Seoul, South Korea /
_rLarissa Hjorth, Bora Na and Jun-Sok Huhh --
_g15.
_tPlaying the Gender Game: The Performance of Japan, Gender and Gaming via Melbourne Female Cosplayers /
_rLarissa Hjorth.
520 _a"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.
588 _aMachine converted from AACR2 source record.
650 0 _aComputer games
_xSocial aspects
_zPacific Area
_9794232
700 1 _aHjorth, Larissa,
_eeditor.
_91063154
700 1 _aChan, Dean,
_eeditor.
_91074355
830 0 _aRoutledge studies in new media and cyberculture ;
_v5.
_91063470
907 _a.b11468415
_b11-07-17
_c27-10-15
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