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  • Gaming Cultures and Place in Asia-Pacific

    Gaming Cultures and Place in Asia-Pacific by Hjorth, Larissa; Chan, Dean;

    Series: Routledge Studies in New Media and Cyberculture; 5;

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      • Publisher's listprice GBP 150.00
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        75 915 Ft (72 300 Ft + 5% VAT)
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    75 915 Ft

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    Availability

    Estimated delivery time: In stock at the publisher, but not at Prospero's office. Delivery time approx. 3-5 weeks.
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    Product details:

    • Edition number 1
    • Publisher Routledge
    • Date of Publication 3 June 2009

    • ISBN 9780415996273
    • Binding Hardback
    • No. of pages316 pages
    • Size 229x152 mm
    • Weight 740 g
    • Language English
    • Illustrations 15 Halftones, black & white; 12 Tables, black & white
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    Short description:

    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.

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    Long description:

    This collection explores the relationship between digital gaming and its cultural context by focusing on the burgeoning Asia-Pacific region. Encompassing key locations for global gaming production and consumption such as Japan, China, and South Korea, as well as increasingly significant sites including Australia and Singapore, the region provides a wealth of divergent examples of the role of gaming as a socio-cultural phenomenon. Drawing from micro ethnographic studies of specific games and gaming locales to macro political economy analyses of techno-nationalisms and trans-cultural flows, this collection provides an interdisciplinary model for thinking through the politics of gaming production, representation, and consumption in the region.

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    Table of Contents:

    List of Figures.  List of Tables.  Acknowledgments  1. Locating the Game: Gaming Cultures in/and the Asia-Pacific Region Larissa Hjorth and Dean Chan  Section 1: Industries  2. The Politics of Online Gaming Florence Chee and Dal Yong Jin  3. Gaming Nation: The Australian Game Development Industry Sam Hinton  4. The Dynamics of New Media Globalization in Asia: A Comparative Study of the Online Gaming Industries in South Korea and Singapore Peichi Chung  Section 2: Localities  5. Consuming and Localizing Japanese Combat Games in Hong Kong Benjamin Wai-Ming Ng  6. The "Bang" where Korean Online Gaming Began: The Culture and Business of the PC bang in Korea Jun-Sok Huhh  7. Lan Gaming Groups: Snapshots from an Australasian Case Study, 1999-2008 Melanie Swalwell  Section 3: Genres and New Rubrics  8. Beyond the "Great Firewall": The Case of In-game Protests in China Dean Chan  9. Pokemon 151: Complicating kawaii David Surman  10. Watching StarCraft, Strategy and South Korea Christian McCrea  11. The Re-presentation of Country as Virtual Artefact in Australian Aboriginal Cultural Heritage using a Game Engine Theodor G. Wyeld, Brett Leavy and Patrick Crogan  12. Sticky Games and Hybrid Worlds: A Post-phenomenology of Mobile Phones, Mobile Gaming and the iPhone Ingrid Richardson  Section 4: Players, Playing, and Virtual Communities  13. Managing Risks in Online Game Worlds: Networking Strategies Among Taiwanese Adolescent Players Holin Lin & Chuen-Tsai Sun  14. Games of Gender: A Case Study on Females who Play Games in Seoul, South Korea Larissa Hjorth, Bora Na and Jun-Sok Huhh  15. Playing the Gender Game: The Performance of Japan, Gender and Gaming via Melbourne Female Cosplayers Larissa Hjorth.  Contributors.  Index

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