Skip to main content

ETHNOS_APP

Home • Search • Journals • List 0

Anthony Yh Fung

Biographic Data

ID3079988
NAMEAnthony Yh Fung
GIVEN NAMESAnthony Yh
FAMILY NAMEFung
SIGNATUREFUNG A Y
AFFILIATIONSThe Chinese University of Hong Kong, Hong Kong; Beijing Normal University, China
VERIFIEDNo
TOTAL WORKS4
TOTAL CITATIONS23
WORKS AS AUTHOR4
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2013
LATEST PUBLICATION YEAR2019
H-INDEX3
  • Games With a Continuum

    Open Access•Qiaolei Jiang, A Fung et al.•ARTICLE•Games and Culture•2019•Cited by: 10•References: 52

    As a case study, this article examines the development of China's online game industry and how China responds to the forces of globalization. Based on in-depth interviews, ethnographic research, and the analysis of archive documents from the past few years, this study identifies China's evolving strategy of neo-techno-nationalism. In the Chinese context, this national strategy manipulates technology to create a version of popular nationalism that…

  • Temptation of control in the globalizing culture industries

    Open Access•Shin Dong Kim, Anthony Yh Fung•ARTICLE•Global Media and China•2017

  • Comparative cultural economy and game industries in Asia

    Open Access•A Fung, Anthony Yh Fung•ARTICLE•Media International Australia•2016•Cited by: 3•References: 7

    This article examines the development of different models of Asian game industries. In Asia, globalization has meant the penetration of Western ideas and the cultural homogenization of culture. However, nowadays, the game industry in Asia has demonstrated new collaboration models in which game industries are dependent on Western cultural industries in alternative ways. There are also new economies that are independent of the Western cultural econ…

  • Working as playing? Consumer labor, guild and the secondary industry of online gaming in China

    Open Access•Lin Zhang, A Fung et al.•ARTICLE•New Media & Society•2013•Cited by: 10•References: 9

    China has become one of the biggest consumers and producers of online games in the world; however, little is known about a burgeoning secondary industry emerging out of the socioeconomic interaction between gamers and the online gaming industry. Through the lens of online gaming guilds—the intermediary institutions between the industry and gamers—this article discusses how the Chinese information economy’s dependence on consumer labor and the gam…

  • Games With a Continuum

    Open Access•Qiaolei Jiang, A Fung et al.•ARTICLE•Games and Culture•2019•Cited by: 10•References: 52

    As a case study, this article examines the development of China's online game industry and how China responds to the forces of globalization. Based on in-depth interviews, ethnographic research, and the analysis of archive documents from the past few years, this study identifies China's evolving strategy of neo-techno-nationalism. In the Chinese context, this national strategy manipulates technology to create a version of popular nationalism that…

  • Working as playing? Consumer labor, guild and the secondary industry of online gaming in China

    Open Access•Lin Zhang, A Fung et al.•ARTICLE•New Media & Society•2013•Cited by: 10•References: 9

    China has become one of the biggest consumers and producers of online games in the world; however, little is known about a burgeoning secondary industry emerging out of the socioeconomic interaction between gamers and the online gaming industry. Through the lens of online gaming guilds—the intermediary institutions between the industry and gamers—this article discusses how the Chinese information economy’s dependence on consumer labor and the gam…

  • Comparative cultural economy and game industries in Asia

    Open Access•A Fung, Anthony Yh Fung•ARTICLE•Media International Australia•2016•Cited by: 3•References: 7

    This article examines the development of different models of Asian game industries. In Asia, globalization has meant the penetration of Western ideas and the cultural homogenization of culture. However, nowadays, the game industry in Asia has demonstrated new collaboration models in which game industries are dependent on Western cultural industries in alternative ways. There are also new economies that are independent of the Western cultural econ…

  • Working as playing? Consumer labor, guild and the secondary industry of online gaming in China

    Open Access•Lin Zhang, A Fung et al.•ARTICLE•New Media & Society•2013•Cited by: 10•References: 9

    China has become one of the biggest consumers and producers of online games in the world; however, little is known about a burgeoning secondary industry emerging out of the socioeconomic interaction between gamers and the online gaming industry. Through the lens of online gaming guilds—the intermediary institutions between the industry and gamers—this article discusses how the Chinese information economy’s dependence on consumer labor and the gam…

  • Comparative cultural economy and game industries in Asia

    Open Access•A Fung, Anthony Yh Fung•ARTICLE•Media International Australia•2016•Cited by: 3•References: 7

    This article examines the development of different models of Asian game industries. In Asia, globalization has meant the penetration of Western ideas and the cultural homogenization of culture. However, nowadays, the game industry in Asia has demonstrated new collaboration models in which game industries are dependent on Western cultural industries in alternative ways. There are also new economies that are independent of the Western cultural econ…

  • Temptation of control in the globalizing culture industries

    Open Access•Shin Dong Kim, Anthony Yh Fung•ARTICLE•Global Media and China•2017

  • Games With a Continuum

    Open Access•Qiaolei Jiang, A Fung et al.•ARTICLE•Games and Culture•2019•Cited by: 10•References: 52

    As a case study, this article examines the development of China's online game industry and how China responds to the forces of globalization. Based on in-depth interviews, ethnographic research, and the analysis of archive documents from the past few years, this study identifies China's evolving strategy of neo-techno-nationalism. In the Chinese context, this national strategy manipulates technology to create a version of popular nationalism that…

Business (4 works) · Economics (4 works) · China (3 works) · Market economy (3 works) · Political science (3 works) · Cultural Industries and Urban Development (2 works) · Digital Games and Media (2 works) · Economy (2 works) · Globalization (2 works) · Marketing (2 works)

Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae