(0) items

Note: Supplemental materials are not guaranteed with Rental or Used book purchases.
Videogames and Virtual Realities in East Asia,9780415694223
This item qualifies for

Your order must be $59 or more, you must select US Postal Service Shipping as your shipping preference, and the "Group my items into as few shipments as possible" option when you place your order.

Bulk sales, PO's, Marketplace Items, eBooks, Apparel, and DVDs not included.

Videogames and Virtual Realities in East Asia

by ;


Pub. Date:
List Price: $145.00

Rent Textbook


Buy New Textbook

Usually Ships in 3-5 Business Days

Used Textbook

We're Sorry
Sold Out


We're Sorry
Not Available

Questions About This Book?

Why should I rent this book?
Renting is easy, fast, and cheap! Renting from can save you hundreds of dollars compared to the cost of new or used books each semester. At the end of the semester, simply ship the book back to us with a free UPS shipping label! No need to worry about selling it back.
How do rental returns work?
Returning books is as easy as possible. As your rental due date approaches, we will email you several courtesy reminders. When you are ready to return, you can print a free UPS shipping label from our website at any time. Then, just return the book to your UPS driver or any staffed UPS location. You can even use the same box we shipped it in!
What version or edition is this?
This is the 1st edition with a publication date of 4/7/2017.
What is included with this book?
  • The New copy of this book will include any supplemental materials advertised. Please check the title of the book to determine if it should include any CDs, lab manuals, study guides, etc.
  • The Rental copy of this book is not guaranteed to include any supplemental materials. You may receive a brand new copy, but typically, only the book itself.


Videogames are extremely popular in East Asia. This book examines the phenomenon, showing how the structure of the games business, and therefore the engagement between consumers and games, varies considerably between different parts of East Asia, with game consoles dominating in Japan and on-line gaming prevailing in Korea. It relates video gaming to other forms of popular culture, such as manga, animation and film, and discusses a wide range of issues including production, consumption and markets, social aspects of games and other virtual realms, including the motivation of participants the ways in which they engage and issues related to the content of games, including the graphic, aural and narrative aspects of games and how these are constructed.

Please wait while the item is added to your cart...