Anthony Yh Fung
Biographic Data
| ID | 3079988 |
|---|---|
| NAME | Anthony Yh Fung |
| GIVEN NAMES | Anthony Yh |
| FAMILY NAME | Fung |
| SIGNATURE | FUNG A Y |
| AFFILIATIONS | The Chinese University of Hong Kong, Hong Kong; Beijing Normal University, China |
| VERIFIED | No |
| TOTAL WORKS | 4 |
| TOTAL CITATIONS | 23 |
| WORKS AS AUTHOR | 4 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2013 |
| LATEST PUBLICATION YEAR | 2019 |
| H-INDEX | 3 |
Games With a Continuum
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
Comparative cultural economy and game industries in Asia
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
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
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
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
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
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
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
Games With a Continuum
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)