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‘As gaming overtakes heritage entertainments in East Asia as rapidly as elsewhere, Global Game Industries and Cultural Policy fills an important gap by surveying the region. Its focus on the continued role of national policy, from internal censorship to brand nationalism, constitutes an important corrective to the rhetoric of globalization.’ – Professor Chris Berry, King’s College London, UK ‘The games industry globally has had astounding growth - overtaking music and film in global sector size some years ago - and Asia is where much of this growth and innovation in modes of player engagement is happening. Anthony Fung's new collection takes us to the rapidly beating heart of this industry, giving us the latest industry lowdown while situating the analysis in the broader contexts of dynamic creative industries and cultural policy initiatives.’- Stuart Cunningham, Distinguished Professor of Media and Communications, Queensland University of Technology This is the first book that sheds light on global game industries and cultural policy. The scope covers the emerging and converging theory and models on cultural industries and its development, and their connection to national cultural policy and globalization. The primary focus of the book is on Asian cultural policy and industries while there are implicit comparisons throughout the book to compare Asia to other global markets. This book is aimed at advanced undergraduates, graduate students and faculty members in programs addressing cultural policy and digital games. It will also be of interest to those within the cultural policy community and to digital games professionals. .
Electronic games industry --- Electronic games industry. --- Electronic games. --- Electronic games --- Social aspects. --- Electronic industries --- Toy industry --- Electronic toys --- Games --- Cultural policy. --- Ethnology-Asia. --- Game theory. --- Industries. --- Youth-Social life and customs. --- Cultural Policy and Politics. --- Asian Culture. --- Game Theory. --- Youth Culture. --- Industrial production --- Industry --- Economics --- Games, Theory of --- Theory of games --- Mathematical models --- Mathematics --- Intellectual life --- State encouragement of science, literature, and art --- Culture --- Popular culture --- Government policy --- Ethnology—Asia. --- Youth—Social life and customs. --- Video games industry
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Mass media and culture --- Piracy (Copyright) --- S11/1400 --- Unauthorized reproduction of copyrighted material --- Copyright infringement --- Culture and mass media --- Culture --- China: Social sciences--Mass media: general --- Mass media and culture - China --- Piracy (Copyright) - China
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Video games industry --- China --- East Asia --- Cultural policy.
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Youth --- Culture --- Cultural sociology --- Sociology of culture --- Civilization --- Young people --- Young persons --- Youngsters --- Youths --- Age groups --- Life cycle, Human --- Attitudes. --- Social conditions --- Social aspects --- S11/0497 --- S11/0731 --- China: Social sciences--Society since 1976 --- China: Social sciences--Childhood, youth --- Culture. --- Jugendkultur --- Gegenkultur --- Jeunesse --- Social conditions. --- Attitudes --- Conditions sociales --- 2000-2099 --- China. --- China --- Gegenkultur. --- Jugendkultur. --- 2000-2099. --- Popular culture
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This book challenges assumptions that have underpinned critiques of globalization. Combining cultural theory with media industry analysis the authors set out a groundbreaking account of how the medium of television is evolving in the post-broadcasting era, and how programming ideas are creatively redeveloped and franchised in East Asia. While many of the television programs, formats, and genres in this study originate from Western origins, it is their reception and adaptation within East Asia that illustrates what the authors term the East Asian cultural imagination.
Television programs --- Popular culture --- Plots, themes, etc.
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