Video Games Around the World
Datos Bibliográficos
Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language. Readers will learn, for example, about the rapid growth of mobile games in Africa; how a meat-packing company held the rights to import the Atari VCS 2600 into Mexico; and how the Indonesian MMORPG Nusantara Online reflects that country's cultural history and folklore. Every country or region's unique conditions provide the context that shapes its national industry; for example, the long history of computer science in the United Kingdom and Scandinavia, the problems of piracy in China, the PC Bangs of South Korea, or the Dutch industry's emphasis on serious games. As these essays demonstrate, local innovation and diversification thrive alongside productions and corporations with global aspirations. Africa • Arab World • Argentina • Australia • Austria • Brazil • Canada • China • Colombia • Czech Republic • Finland • France • Germany • Hong Kong • Hungary • India • Indonesia • Iran • Ireland • Italy • Japan • Mexico • The Netherlands • New Zealand • Peru • Poland • Portugal • Russia • Scandinavia • Singapore • South Korea • Spain • Switzerland • Thailand • Turkey • United Kingdom • United States of America • Uruguay • Venezuela
Business · China · Context (archaeology) · Diversification (marketing strategy) · Economics · Economy · Geography · Indonesian · Media studies · Political science · Sociology · Video game · Digital Games and Media · Law · Marketing · Cross-cultural studies · Video games
Mirada a los orígenes y publicidad de la revista Club Nintendo en México (1991-1999)
Jogos digitais
Shifting the Focus to East and Southeast Asia
The Presence of Female Designers in French Video Game Industry, 1985–1993
Video Game Development in India
Replaying Today’s Wars? A Study of the Conceptualization of Post-1989 Conflict in Digital “War” Games
Game Studies
A Patchwork of Potential
The Cultural Field of Video Game Production in Australia
An Iranian Videogame Industry? Localizing Videogame Production Beyond The “Global” Videogame Industry
Exploring Saudi Gamers’ Perspectives on Historical Characters in Digital Games
Penser les enjeux de la recherche sur les jeux vidéo
Video Game Preservation and Its Challenges
Towards the French Emancipatory Game History (Une histoire du jeu vidéo en France 1960–1991
Theoretical and Methodological Framework for Studying Video Games and Orientalism
Playing the past
Operating and localising online games in Vietnam
Challenges and opportunities for the online gaming industry in Vietnam
Polish History up to 1795 in Polish Games and Game Studies
Transculturation in Latin American Video Game Production
Toward a Visualization of Video Game Cultural History
The Significance and Complexities of Anti-Corporate Gamer Activism
The Britishness of ‘British Video Games’
Once you shop, you can’t stop
Game Production Studies
Game Production Studies
Exploring gamers’ perceptions of Yorùbá language use for gaming in southwest Nigeria
Bugaboo
A future for game histories
Globalizing the Chinese Online Game Industry
The Korean Government’s New Cultural Policy in the Age of Social Media
Les histoires orales comme outil de préservation de l’histoire et de la culture du jeu vidéo
Michezo Video
Less toxic and more empathetic
Games for the Pluriverse
| Obras citantes distintas | 35 |
|---|---|
| Citas por año | 3,5 |
| Intervalo de citas | 2016 - 2026 (11) |
| Velocidad de citación | current |
| Altamente citado | No |
| Tipos de cita | Neutras: 29 |