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020 |a9783319438177|9978-3-319-43817-7
024 7 |a10.1007/978-3-319-43817-7|2doi
049 |aTürk Dil Kurumu Kütüphanesi
050 4|aGN625-635
072 7|aJFC|2bicssc
072 7|a1F|2bicssc
072 7|aSOC008020|2bisacsh
072 7|aJBCC|x1F|2thema
082 04|a306.095|223
090 |aEK/1985
245 10|aTransnational Contexts of Culture, Gender, Class, and Colonialism in Play|h[electronic resource] :|bVideo Games in East Asia /|cedited by Alexis Pulos, S. Austin Lee.
250 |a1st ed. 2016.
264 1|aCham :|bSpringer International Publishing :|bImprint: Palgrave Macmillan,|c2016.
300 |aXV, 218 p. 14 illus. in color.|bonline resource.
336 |atext|btxt|2rdacontent
337 |acomputer|bc|2rdamedia
338 |aonline resource|bcr|2rdacarrier
347 |atext file|bPDF|2rda
490 1 |aEast Asian Popular Culture,|x2634-5943
505 0 |aIntroduction -- 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.
520 |aThis 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.
650 0|aEthnology|xAsia.
650 0|aCulture.
650 0|aCommunication.
650 0|aAsia|xPolitics and government.
650 0|aSex.
650 0|aImperialism.
650 14|aAsian Culture.
650 24|aMedia and Communication.
650 24|aAsian Politics.
650 24|aGender Studies.
650 24|aImperialism and Colonialism.
700 1 |aPulos, Alexis.|eeditor.|4edt|4http://id.loc.gov/vocabulary/relators/edt
700 1 |aLee, S. Austin.|eeditor.|4edt|4http://id.loc.gov/vocabulary/relators/edt
710 2 |aSpringerLink (Online service)
773 0 |tSpringer Nature eBook
776 08|iPrinted edition:|z9783319438160
776 08|iPrinted edition:|z9783319438184
776 08|iPrinted edition:|z9783319829173
830 0|aEast Asian Popular Culture,|x2634-5943
856 40|uhttps://doi.org/10.1007/978-3-319-43817-7
912 |aZDB-2-LCM
912 |aZDB-2-SXL
950 |aLiterature, Cultural and Media Studies (SpringerNature-41173)
950 |aLiterature, Cultural and Media Studies (R0) (SpringerNature-43723)