Skip to main content

ETHNOS_APP

Home • Search • Journals • List 0

Gaming Cultures and Place in Asia-Pacific

Bibliographic Data

ID7523754
AuthorsKheen Sum Chan (corresponding author)
EditorsLarissa Hjorth, Dean Chan
Year2009
Publication date2009-06-24
Open AccessNo
TypeBOOK
VenueGaming Cultures and Place in Asia-Pacific (SOURCE_BOOK)
PublisherRoutledge (PUBLISHER • GB)
DOI10.4324/9780203875957
OpenAlexW1844599288
ISBN9780203875957
GOOGLE_BOOK_IDqcAhuAAACAAJ
LanguageEN
Citations received38

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

Asia pacific · Ethnology · Geography · Asian Culture and Media Studies · History · Hong Kong and Taiwan Politics · Japanese History and Culture

  • Game Studies and Decoloniality

    Open Access•Samuel Poirier-Poulin•Antares letras e humanidades•2020

  • Shifting the Focus to East and Southeast Asia

    Open Access•Anh Quang Phan•Fudan Journal of the Humanities…•2021

  • Locating the Online

    Open Access•L Hjorth•Media International Australia•2011

  • Investigation of Hong Kong Students’ Esports Participation Intentions Using the Theory of Planned Behavior Approach

    Open Access•Pak‐Kwong Chung, Pak-Kwong Chung et al.•Human Behavior and Emerging…•2022

  • Going Mobile

    Open Access•G Goggin•The Handbook of Media Audiences•2011

  • Creative destruction in the Australian videogames industry

    Open Access•John Banks, Stuart Cunningham•Media International Australia•2016

  • Ethical judgments of esports spectators regarding cheating in competition

    Open Access•M R Johnson, Brett Abarbanel•Convergence The International…•2022

  • Situating the videogame maker’s agency through craft

    Open Access•B Keogh•Convergence The International…•2022

  • Independent Game Production in Southern China

    Open Access•Hugh Davies•Media Industries•2024

  • The Impact of VTubers and Streamers on the Purchase Intention of Otaku and Non-Otaku Respondents

    Open Access•Smith Boonchutima, Apinya Surakanon•Basic and Applied Social Psychology•2023

  • Hybridizing Tradition and Technology

    Open Access•Yuan Gao, Yuemei Gao et al.•Global Media and China•2025

  • Adventures in fantasy Australia

    Open Access•Lesley Speed•Studies In Australasian Cinema•2025

  • Game Production Studies

    Open Access•Olli Sotamaa, Jan Švelch et al.•Game Production Studies•2025

  • Game Production Studies

    Open Access•Olli Sotamaa, Jan Švelch•Game Production Studies•2021

  • Cross-country comparison of the esports industry in China, South Korea and Japan

    Gigi Lam•Culture Sport Society•2026

  • Playable Nationalism

    Iskandar Zulkarnain•Journal of Social Issues in…•2014

  • The place of the emplaced mobile

    Open Access•L Hjorth•Mobile Media & Communication•2013

  • Tusslers, Beatdowns, and Brothers

    Open Access•Michael Ryan Skolnik, Suzanne Conway et al.•Games and Culture•2019

  • Drafting an Army

    Open Access•Marcus Carter, Martin Gibbs et al.•Games and Culture•2014

  • Predictors of online game addiction among Korean adolescents

    Changho Lee, Ocktae Kim•Addiction Research & Theory•2016

  • Pokémon Go , the novelty of nostalgia, and the ubiquity of the smartphone

    Open Access•B Keogh•Mobile Media & Communication•2016

  • Pokémon ’s progressive revelation

    Open Access•Christian McCrea•Mobile Media & Communication•2016

  • Mobile social gambling

    Open Access•César Albarrán-Torres, G Goggin•Mobile Media & Communication•2013

  • Cyberplace

    Open Access•Huw Halstead•Memory Studies•2021

  • The Significance and Complexities of Anti-Corporate Gamer Activism

    Open Access•Matthew Ming-Tak Chew•Games and Culture•2022

  • Locating the Visual

    Open Access•L Hjorth•Television & New Media•2013

  • Social surveillance and Let’s Play

    Open Access•Cheryll Ruth Soriano, Hugh Davies et al.•New Media & Society•2019

  • Game playing as transnational cultural practice

    Open Access•Tae-Jin Yoon, Hyejung Cheon•International Journal of Cultural…•2013

  • Public Displays of Play

    Open Access•Nicholas Taylor, Jennifer Jenson et al.•Journal of Computer-Mediated…•2014

  • Digital gaming culture in Vietnam

    Open Access•Brooke Mccauley, Brian McCauley et al.•Leisure Studies•2020

  • Computer game as a pragmatic concept

    Open Access•Veli-Matti Karhulahti•Media Culture & Society•2020

  • Approaching Media through the Senses

    Open Access•Sarah Pink•Media International Australia•2015

  • Decolonizing the pocket monster

    Open Access•Asmus Rungby, Priyanka Bala•New Media & Society•2023

  • Knowledge Making

    Open Access•M Barber, Jackson et al.•Human Ecology•2015

  • Less toxic and more empathetic

    Open Access•M R Johnson, James Baguley•Media International Australia•2025

  • Games With a Continuum

    Open Access•Qiaolei Jiang, A Fung et al.•Games and Culture•2019

  • Special Issue

    Open Access•Bjarke Liboriussen, Paul Martins et al.•Games and Culture•2016

  • A Realm of Mere Representation? "Live" E-Sports Spectacles and the Crafting of China's Digital Gaming Image

    Open Access•Marcella Szablewicz•Games and Culture•2016

Unique citing works38
Citations per year2,53
Citation span2011 - 2026 (16)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 35

Tools

Open DOILibgen
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