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008 170124s2016 sz | s |||| 0|eng d
020 |a9783319438207|9978-3-319-43820-7
024 7 |a10.1007/978-3-319-43820-7|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/2256
245 10|aTransnational Contexts of Development History, Sociality, and Society of Play|h[electronic resource] :|bVideo Games in East Asia /|cedited by S. Austin Lee, Alexis Pulos.
250 |a1st ed. 2016.
264 1|aCham :|bSpringer International Publishing :|bImprint: Palgrave Macmillan,|c2016.
300 |aXV, 243 p. 32 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 |a.Introduction -- .Part I. History -- 1. Developing History of the Japanese Video Game Industry; Mariko Koizumi -- 2. It’s Dangerous to Go Alone! Take this (New Technology): Nintendo’s Impact on the Technological Landscape of the Video Gaming Industry; Arielle Goldberg -- Part II. Mobile Social Games -- 3. In-game Purchases and Event Features of Mobile Social Games in Japan; Akiko Shibuya -- 4. Bowling Online: Mobile Social Games for Korean Teen Girls; Hogeun Seo -- 5. Database Production: Planners and Players in a Japanese Mobile Game Studio; Bryan Hartzheim -- Part III. Social Impacts -- 6. Hong Kong Net-bar Youth Gaming: A Labeling Perspective; Sara Liao -- 7. Development of an Internet Gaming Addiction Scale Based on the DSM-5’s Nine Diagnostic Criteria with South Korean Gamer Samples; Hongsik Yu -- List of Contributors -- Index.
520 |aThis book examines the development and prominence of video games within historical, industrial, and social contexts of East Asia, the largest global market for the video game industry. The book overviews the history of video game technology and industry, examines recent trends in mobile social games, and discusses social impacts of video games in East Asian contexts. The first part overviews the history of video game industry and the technological landscape of video games. The second part examines the recent trend in social mobile games and how developers and players interact in this new gaming sphere. The last part of the book discusses the social impacts of video games in East Asian context through both quantitative and qualitative lenses.
650 0|aEthnology|xAsia.
650 0|aCulture.
650 0|aCommunication.
650 0|aAsia|xHistory.
650 0|aAsia|xPolitics and government.
650 0|aYouth|xSocial life and customs.
650 14|aAsian Culture.
650 24|aMedia and Communication.
650 24|aAsian History.
650 24|aAsian Politics.
650 24|aYouth Culture.
700 1 |aLee, S. Austin.|eeditor.|4edt|4http://id.loc.gov/vocabulary/relators/edt
700 1 |aPulos, Alexis.|eeditor.|4edt|4http://id.loc.gov/vocabulary/relators/edt
710 2 |aSpringerLink (Online service)
773 0 |tSpringer Nature eBook
776 08|iPrinted edition:|z9783319438191
776 08|iPrinted edition:|z9783319438214
776 08|iPrinted edition:|z9783319829180
830 0|aEast Asian Popular Culture,|x2634-5943
856 40|uhttps://doi.org/10.1007/978-3-319-43820-7
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)