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Transnational contexts of culture, g...
~
Lee, S. Austin.
Transnational contexts of culture, gender, class, and colonialism in play[electronic resource] :video games in East Asia /
紀錄類型:
書目-語言資料,印刷品 : Monograph/item
杜威分類號:
794.8095
書名/作者:
Transnational contexts of culture, gender, class, and colonialism in play : video games in East Asia // edited by Alexis Pulos, S. Austin Lee.
其他作者:
Pulos, Alexis.
出版者:
Cham : : Springer International Publishing :, 2016.
面頁冊數:
xv, 218 p. : : ill., digital ;; 24 cm.
Contained By:
Springer eBooks
標題:
Video games - Social aspects - East Asia.
標題:
Cultural and Media Studies.
標題:
Asian Culture.
標題:
Media and Communication.
標題:
Asian Politics.
標題:
Gender Studies.
標題:
Imperialism and Colonialism.
ISBN:
9783319438177
ISBN:
9783319438160
內容註:
Introduction -- Part I. Gamer Culture -- 1. Bullet Hell: The Globalized Growth of Danmaku Games and the Digital Culture of High Scores and World Records; Mark Johnson -- 2. The Contents Production Fields and Doujin Game Developers in Japan: Creation of Various Game Expressions driven by Non-economic Rewards; Nobushige Hichibe -- 3. From Pioneering Amateur to Tamed Co-operator: Tamed Desires and Untamed Resistance in the Cosplay Scene in China; Anthony Fung -- Part II. Gender and Class -- 4. Making Masculinity: Articulations of Gender and Japaneseness in Japanese RPGs and Machinima; Lucy Glasspool 5. Living the Simple Life: Defining Agricultural-simulation Games through Empire; Fan Zhang -- Part III. Colonialism and Transnationalism -- 6. Virtual Colonialism: Japan's Others in SoulCalibur; Rachael Hutchinson -- 7. A Chinese Cyber Diaspora: Contact and Identity Negotiation in a Game World; Holin Lin and Chuen-Tsai Sun -- List of Contibutors -- Index.
摘要、提要註:
This book examines gamer culture, expressions of gender and class, and issues of colonialism and transnationalism in digital games in East Asia. Focusing on examinations of how video games and the universes they offer create complex hierarchies and unique, subversive interventions in East Asia, Lee and Pulos' volume critically examines how video games can shape cultural contexts and simultaneously react to the cultures that consume them. Contributions range from assessments the culture of game developer groups to representations of ethnicity in characters, with special attention paid to the glocalization of culture, including cultural adoption and adaption.
電子資源:
http://dx.doi.org/10.1007/978-3-319-43817-7
Transnational contexts of culture, gender, class, and colonialism in play[electronic resource] :video games in East Asia /
Transnational contexts of culture, gender, class, and colonialism in play
video games in East Asia /[electronic resource] :edited by Alexis Pulos, S. Austin Lee. - Cham :Springer International Publishing :2016. - xv, 218 p. :ill., digital ;24 cm. - East Asian popular culture. - East Asian popular culture..
Introduction -- Part I. Gamer Culture -- 1. Bullet Hell: The Globalized Growth of Danmaku Games and the Digital Culture of High Scores and World Records; Mark Johnson -- 2. The Contents Production Fields and Doujin Game Developers in Japan: Creation of Various Game Expressions driven by Non-economic Rewards; Nobushige Hichibe -- 3. From Pioneering Amateur to Tamed Co-operator: Tamed Desires and Untamed Resistance in the Cosplay Scene in China; Anthony Fung -- Part II. Gender and Class -- 4. Making Masculinity: Articulations of Gender and Japaneseness in Japanese RPGs and Machinima; Lucy Glasspool 5. Living the Simple Life: Defining Agricultural-simulation Games through Empire; Fan Zhang -- Part III. Colonialism and Transnationalism -- 6. Virtual Colonialism: Japan's Others in SoulCalibur; Rachael Hutchinson -- 7. A Chinese Cyber Diaspora: Contact and Identity Negotiation in a Game World; Holin Lin and Chuen-Tsai Sun -- List of Contibutors -- Index.
This book examines gamer culture, expressions of gender and class, and issues of colonialism and transnationalism in digital games in East Asia. Focusing on examinations of how video games and the universes they offer create complex hierarchies and unique, subversive interventions in East Asia, Lee and Pulos' volume critically examines how video games can shape cultural contexts and simultaneously react to the cultures that consume them. Contributions range from assessments the culture of game developer groups to representations of ethnicity in characters, with special attention paid to the glocalization of culture, including cultural adoption and adaption.
ISBN: 9783319438177
Standard No.: 10.1007/978-3-319-43817-7doiSubjects--Topical Terms:
688324
Video games
--Social aspects--East Asia.
LC Class. No.: GV1469.34.S52 / T73 2016
Dewey Class. No.: 794.8095
Transnational contexts of culture, gender, class, and colonialism in play[electronic resource] :video games in East Asia /
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Introduction -- Part I. Gamer Culture -- 1. Bullet Hell: The Globalized Growth of Danmaku Games and the Digital Culture of High Scores and World Records; Mark Johnson -- 2. The Contents Production Fields and Doujin Game Developers in Japan: Creation of Various Game Expressions driven by Non-economic Rewards; Nobushige Hichibe -- 3. From Pioneering Amateur to Tamed Co-operator: Tamed Desires and Untamed Resistance in the Cosplay Scene in China; Anthony Fung -- Part II. Gender and Class -- 4. Making Masculinity: Articulations of Gender and Japaneseness in Japanese RPGs and Machinima; Lucy Glasspool 5. Living the Simple Life: Defining Agricultural-simulation Games through Empire; Fan Zhang -- Part III. Colonialism and Transnationalism -- 6. Virtual Colonialism: Japan's Others in SoulCalibur; Rachael Hutchinson -- 7. A Chinese Cyber Diaspora: Contact and Identity Negotiation in a Game World; Holin Lin and Chuen-Tsai Sun -- List of Contibutors -- Index.
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