Transnational contexts of development history, sociality, and society of play : video games in East Asia /: video games in East Asia. (2017)
- Record Type:
- Book
- Title:
- Transnational contexts of development history, sociality, and society of play : video games in East Asia /: video games in East Asia. (2017)
- Main Title:
- Transnational contexts of development history, sociality, and society of play : video games in East Asia
- Further Information:
- Note: S. Austin Lee, Alexis Pulos, editors.
- Editors:
- Pulos, Alexis
Lee, S. Austin - Contents:
- About the Editors; Contributor Bios; List of Figures; List of Tables; Chapter 1: Introduction: Histories and Industries of Gameplay; Part I; Part II; Part III; Companion Edition; Notes; Bibliography; Part I: History; Chapter 2: Japanese Video Game Industry: History of Its Growth and Current State; Snapshot of the Globally Dominant Japanese Video Game Industry; Organization of Video Game as Based on Device; Changes in the Size of Japan's Home Video Game Industry; Japan's Home Video Game Industry: Key Players in Hardware and Software Nintendo's Development of Family Computer and Business StrategiesSCE's Business Model for the PlayStation; Video Game Console Manufacturers that Retreated from the Market; Comparing Data Compiled for Nintendo and SCE, Which Reflects the Overall Japanese Market; Japanese Home Video Game Software Companies; The Growth of Online Games and Online-Game Companies in Japan: The Internet Influence on the Video Game Industry; The Past, Present, and Future of the Video Game Industry in Japan; Notes; Bibliography Chapter 3: It's Dangerous to go Alone! Take this (New Technology): Nintendo's Impact on the Technological Landscape of the Video Gaming IndustryIntroduction; Immersion; Interfaces; Facilitating Immersion Through Interface Innovation; Stacking the Deck; Gaming on the Go; Nintendo 3DS; "The Legend of Zelda"; A Bird's-Eye View (1986-1996); On Target (1996-2006); Flailing in Real Life (2006-Present); Attracting New Gamers and Deepening ExistingAbout the Editors; Contributor Bios; List of Figures; List of Tables; Chapter 1: Introduction: Histories and Industries of Gameplay; Part I; Part II; Part III; Companion Edition; Notes; Bibliography; Part I: History; Chapter 2: Japanese Video Game Industry: History of Its Growth and Current State; Snapshot of the Globally Dominant Japanese Video Game Industry; Organization of Video Game as Based on Device; Changes in the Size of Japan's Home Video Game Industry; Japan's Home Video Game Industry: Key Players in Hardware and Software Nintendo's Development of Family Computer and Business StrategiesSCE's Business Model for the PlayStation; Video Game Console Manufacturers that Retreated from the Market; Comparing Data Compiled for Nintendo and SCE, Which Reflects the Overall Japanese Market; Japanese Home Video Game Software Companies; The Growth of Online Games and Online-Game Companies in Japan: The Internet Influence on the Video Game Industry; The Past, Present, and Future of the Video Game Industry in Japan; Notes; Bibliography Chapter 3: It's Dangerous to go Alone! Take this (New Technology): Nintendo's Impact on the Technological Landscape of the Video Gaming IndustryIntroduction; Immersion; Interfaces; Facilitating Immersion Through Interface Innovation; Stacking the Deck; Gaming on the Go; Nintendo 3DS; "The Legend of Zelda"; A Bird's-Eye View (1986-1996); On Target (1996-2006); Flailing in Real Life (2006-Present); Attracting New Gamers and Deepening Existing Relationships; Thinking Outside the Console; The Next Adventure: How Will Nintendo Stay Competitive?; Mobile Games; Hardware Putting It All Together: "Pokémon GO"Conclusion; Bibliography; Part II: Mobile Social Games; Chapter 4: In-Game Purchases and Event Features of Mobile Social Games in Japan; Introduction: Mobile Game Players on Trains; Rapid Growth of the Japanese Mobile Social Game Market; Background of Mobile Social Game Market in Japan; Mobility and Social Networking Features; Monetary Features of Games; Gacha; "Kompu Gacha"; Limited-Time Events; Limited-Time Gacha; "Step-Up Gacha" in Limited-Time Events; A Systematic Analysis of Interactive and Online Game Mechanic Selection of Games and Analysis of Contents: MethodSurvey for Sampling Games; Participants as Game Informants; Survey Procedure; Sampling Popular Games; Coding Procedure of Game Analysis; Participants as Game Coders; Coding Process; Operational Definitions and Coding Categories; In-Game Purchases; Limited-Time Events; Reliability; Results of the Systematic Analysis; In-Game Purchases Were Present in 97% of the Games; Limited-Time Events Were Found in 90% of Games; Comparisons of Normal and Limited-Time Gacha; Discussion; Notes; Game References; Bibliography … (more)
- Publisher Details:
- Cham, Switzerland : Springer Nature
- Publication Date:
- 2017
- Extent:
- 1 online resource, illustrations
- Subjects:
- 794.8092
Video games -- East Asia
Video games -- History
Video games -- Social aspects
Video games
Video games -- Social aspects
Social Science -- Media Studies
History -- Asia -- General
Social Science -- Children's Studies
Media studies
Asian history
Politics & government
Cultural studies
Communication
Social Science -- General
East Asia
History
Electronic books - Languages:
- English
- ISBNs:
- 9783319438207
3319438204 - Related ISBNs:
- 9783319438191
3319438190 - Notes:
- Note: Includes bibliographical references and index.
Note: Vendor-supplied metadata. - Access Rights:
- Legal Deposit; Only available on premises controlled by the deposit library and to one user at any one time; The Legal Deposit Libraries (Non-Print Works) Regulations (UK).
- Access Usage:
- Restricted: Printing from this resource is governed by The Legal Deposit Libraries (Non-Print Works) Regulations (UK) and UK copyright law currently in force.
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- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library HMNTS - ELD.DS.351607
- Ingest File:
- 01_308.xml