Buch, Englisch, 340 Seiten, HC runder Rücken kaschiert, Format (B × H): 153 mm x 216 mm, Gewicht: 5661 g
Buch, Englisch, 340 Seiten, HC runder Rücken kaschiert, Format (B × H): 153 mm x 216 mm, Gewicht: 5661 g
Reihe: Palgrave Global Media Policy and Business
ISBN: 978-3-319-40759-3
Verlag: Springer International Publishing
Zielgruppe
Research
Autoren/Hrsg.
Fachgebiete
- Sozialwissenschaften Politikwissenschaft Regierungspolitik Kultur-, Wissenschafts- & Technologiepolitik
- Wirtschaftswissenschaften Wirtschaftssektoren & Branchen Wirtschaftssektoren & Branchen: Allgemeines
- Interdisziplinäres Wissenschaften Wissenschaft und Gesellschaft | Kulturwissenschaften Kulturpolitik, Kulturmanagement
- Interdisziplinäres Wissenschaften Wissenschaft und Gesellschaft | Kulturwissenschaften Kulturwissenschaften
Weitere Infos & Material
Introduction (Anthony Fung).- Session I. Creative Industries and Cultural Policy.- Chapter 1. Creative industry and Cultural Policy in Asia reconsidered (Anthony Fung).- Chapter 2. Creative industries and Cool Japan (Koichi Iwabuchi).- Chapter 3. Before the gold rush: Culture without industry in China (Michael Keane).- Session II. Regional Game Industries.- Chapter 4. Globalizing Chinese Online Game Industry: From Incubation, Hybridization to Structural Expansion in the Past Two Decades (Carlos K. F. Cheung and Anthony Fung).- Chapter 5. The Role of Dual Institutional- And Technological Entrepreneurship in The Formation of the Japanese Social Game Industry (Mirko Ernkvist).- Chapter 6. Revisiting Creative Industry Models for Game Industry Development in Southeast Asia (Pei-chi Chung).- Chapter 7. The Globally Integrated Network of South Korean Online Game Industry: Introduction (Pei-chi Chung).- Chapter 8. Media Globalization in Cultural Industries on 21st Century: A Case Study of Taiwan’s Online Gaming Industry (Lai Chi Chen).- Chapter 9. A Patchwork of Potential: A Survey of the European Game Industry (David Nieborg and Jeroen de Kloet).- Chapter 10. Contested Reception of the Free-To-Play Business Model in the North American Video Game Market (Matthew M. Chew).- Session III. Mobile Play.- Chapter 11. Beyond the Game of Cat and Mouse: Challenges of Discoverability and Piracy In Mobile Gaming Market (Elaine Jing Zhao).- Chapter 12. The Place of the Mobile Play: Camera Phone Play and Gamified Locative Media (Larissa Hjorth).- Session IV. Online Games.- Chapter 13. Online Game Worlds as a Virtual Co-presence across National Borders (Holin Lin and Chuen-Tsai Sun).- Chapter 14. The Decline of MMOs (Richard A. Bartle).- Chapter 15. Governance Challenges in the Global Games Industry (Darryl Woodford).- Index.