Gaming Cultures and Place in Asia-Pacific

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  • Edition: 1st
  • Format: Hardcover
  • Copyright: 2009-06-03
  • Publisher: Routledge

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This collection explores the politics of game play and its cultural context by focusing on the Asia-Pacific region. Drawing from micro ethnographic studies to macro political economy analysis of techno-nationalisms and transcultural flows of cultural capital, it provides an interdisciplinary model for thinking through the politics of gaming.

Table of Contents

List of Figures
List of Tables
Locating the Game: Gaming Cultures in/and the Asia-Pacific Region
The Politics of Online Gaming Florence Chee &
Gaming Nation: the Australian Game Development Industry
The Dynamics of New Media Globalization in Asia: A Comparative Study of the Online Gaming Industries in South Korea and Singapore
Consuming and Localizing Japanese Combat Games in Hong Kong
The Bang where Korean Online Gaming Began: The Culture and Business of the PC bang in Korea
Lan Gaming Groups: Snapshots from an Australasian Case Study, 1999-2008
Genres and new rubrics
Beyond the Great Firewall: The Case of In-game Protests in China
Pokemon 151: Complicating kawaii
Watching StarCraft, Strategy and South Korea
The Re-presentation of Country as Virtual Artefact in Australian Aboriginal Cultural Heritage using a Game Engine
Sticky Games and Hybrid Worlds: A Post-phenomenology of Mobile Phones, Mobile Gaming and the iPhone
Players, playing, and virtual communities
Managing Risks in Online Game Worlds: Networking Strategies Among Taiwanese Adolescent Players
Games of Gender: A Case Study on Females who Play Games in Seoul, South Korea
Playing the Gender Game: The Performance of Japan, Gender and Gaming via Melbourne Female Cosplayers
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