Gaming Cultures and Place in Asia-Pacific
Bibliographic Data
| ID | 7523754 |
|---|---|
| Authors | Kheen Sum Chan (corresponding author) |
| Editors | Larissa Hjorth, Dean Chan |
| Year | 2009 |
| Publication date | 2009-06-24 |
| Open Access | No |
| Type | BOOK |
| Venue | Gaming Cultures and Place in Asia-Pacific (SOURCE_BOOK) |
| Publisher | Routledge (PUBLISHER • GB) |
| DOI | 10.4324/9780203875957 |
| OpenAlex | W1844599288 |
| ISBN | 9780203875957 |
| GOOGLE_BOOK_ID | qcAhuAAACAAJ |
| Language | EN |
| Citations received | 38 |
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
Shifting the Focus to East and Southeast Asia
Locating the Online
Investigation of Hong Kong Students’ Esports Participation Intentions Using the Theory of Planned Behavior Approach
Going Mobile
Creative destruction in the Australian videogames industry
Ethical judgments of esports spectators regarding cheating in competition
Situating the videogame maker’s agency through craft
Independent Game Production in Southern China
The Impact of VTubers and Streamers on the Purchase Intention of Otaku and Non-Otaku Respondents
Hybridizing Tradition and Technology
Adventures in fantasy Australia
Game Production Studies
Game Production Studies
Cross-country comparison of the esports industry in China, South Korea and Japan
Playable Nationalism
The place of the emplaced mobile
Tusslers, Beatdowns, and Brothers
Drafting an Army
Predictors of online game addiction among Korean adolescents
Pokémon Go , the novelty of nostalgia, and the ubiquity of the smartphone
Pokémon ’s progressive revelation
Mobile social gambling
Cyberplace
The Significance and Complexities of Anti-Corporate Gamer Activism
Locating the Visual
Social surveillance and Let’s Play
Game playing as transnational cultural practice
Public Displays of Play
Digital gaming culture in Vietnam
Computer game as a pragmatic concept
Approaching Media through the Senses
Decolonizing the pocket monster
Knowledge Making
Less toxic and more empathetic
Games With a Continuum
Special Issue
A Realm of Mere Representation? "Live" E-Sports Spectacles and the Crafting of China's Digital Gaming Image
| Unique citing works | 38 |
|---|---|
| Citations per year | 2,53 |
| Citation span | 2011 - 2026 (16) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 35 |