CART

(0) items

Videogames and Virtual Realities in East Asia,9780415694223
This item qualifies for
FREE SHIPPING!
FREE SHIPPING OVER $59!

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 ;
Edition:
1st
ISBN13:

9780415694223

ISBN10:
0415694221
Format:
Hardcover
Pub. Date:
9/11/2015
Publisher(s):
Routledge

Questions About This Book?

What version or edition is this?
This is the 1st edition with a publication date of 9/11/2015.
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.

Summary

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...