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Titlebook: Global Game Industries and Cultural Policy; Anthony Fung Book 2016 The Editor(s) (if applicable) and The Author(s) 2016 Games.mobile phone

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樓主: radionuclides
11#
發(fā)表于 2025-3-23 12:46:34 | 只看該作者
12#
發(fā)表于 2025-3-23 17:30:27 | 只看該作者
Revisiting Creative Industry Models for Game Industry Development in Southeast Asia-centered transnationalism and globalization. With the game industry as the empirical case, the chapter also discusses the argument that the sole focus on the “Americanization” paradigm misjudges Japan’s transnational cultural power in the region and the circuit of cultural globalization.
13#
發(fā)表于 2025-3-23 21:31:35 | 只看該作者
Media Globalization of Cultural Industries in the Twenty-First Century: A Case Study of Taiwan’s Onl the dynamics of the digital cultural industry must be explained in terms of their complex connotations. Different types of scenarios are applied to explain the transformation of the online gaming industry that is shaped by the interactions of technology, capital, and the market at different times
14#
發(fā)表于 2025-3-23 22:45:08 | 只看該作者
A Patchwork of Potential: A Survey of the European Game Industryscendance. Numerous government-issued reports have quantified the volume of the Dutch game industry and as well as its growth potential. Yet, less attention has been paid to how this growth has come to be and its implications for issues of labor security.
15#
發(fā)表于 2025-3-24 02:48:09 | 只看該作者
Contested Reception of the Free-To-Play Business Model in the North American Video Game Marketf games, offers a critical interpretation of the production context and environment. The author finds that top-level management in game corporations as well as many game design professionals are willing to give free-to-play a try. This trend is expected to benefit not only the oligopolistic corporations, but also midsize and indie game companies.
16#
發(fā)表于 2025-3-24 08:11:55 | 只看該作者
The Place of the Mobile Play: Camera Phone Play and Gamified Locative Mediaday media routines and ritual, create playfully social spaces that bring meaning to games and gamification. It concludes that the “applification” ecology associated with play and smartphone will blur the distinctions of locative, social, and mobile.
17#
發(fā)表于 2025-3-24 14:37:17 | 只看該作者
Online Game Worlds as a Virtual Co-presence across National Bordersommunities and identities, and digital-game subjectivity contribute to the emerging global village. Ongoing online game worlds then in the long term cultivate shared experiences among users. The authors then argue that the online game world migration phenomenon is a vivid example of collective contact experiences in the current digital era.
18#
發(fā)表于 2025-3-24 16:10:10 | 只看該作者
M. A. J. van der Laak,S. J. Maessen on the end user of games and to address the experience of gaming in a contextually situated manner. The unique global and comparative perspective of organizing this book is coherently aligned with in-depth discussion of cultural policy among and against regions and nations
19#
發(fā)表于 2025-3-24 21:25:02 | 只看該作者
20#
發(fā)表于 2025-3-24 23:36:59 | 只看該作者
https://doi.org/10.1007/978-3-8350-9577-9uth Korean online game industry, the author examines the local factors that formed the early industry dynamics and uses this case to elaborate a unique example of new media globalization that is free from the influence of Western multinational companies
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