標(biāo)題: Titlebook: Global Game Industries and Cultural Policy; Anthony Fung Book 2016 The Editor(s) (if applicable) and The Author(s) 2016 Games.mobile phone [打印本頁] 作者: radionuclides 時間: 2025-3-21 16:16
書目名稱Global Game Industries and Cultural Policy影響因子(影響力)
書目名稱Global Game Industries and Cultural Policy影響因子(影響力)學(xué)科排名
書目名稱Global Game Industries and Cultural Policy網(wǎng)絡(luò)公開度
書目名稱Global Game Industries and Cultural Policy網(wǎng)絡(luò)公開度學(xué)科排名
書目名稱Global Game Industries and Cultural Policy被引頻次
書目名稱Global Game Industries and Cultural Policy被引頻次學(xué)科排名
書目名稱Global Game Industries and Cultural Policy年度引用
書目名稱Global Game Industries and Cultural Policy年度引用學(xué)科排名
書目名稱Global Game Industries and Cultural Policy讀者反饋
書目名稱Global Game Industries and Cultural Policy讀者反饋學(xué)科排名
作者: slow-wave-sleep 時間: 2025-3-22 00:12
https://doi.org/10.1007/978-3-319-40760-9Games; mobile phones; youths; Asian market; cultural industries; global markets作者: 前兆 時間: 2025-3-22 04:20
978-3-319-82175-7The Editor(s) (if applicable) and The Author(s) 2016作者: 提名 時間: 2025-3-22 04:54 作者: neologism 時間: 2025-3-22 09:11 作者: LIMN 時間: 2025-3-22 15:17 作者: LIMN 時間: 2025-3-22 17:57 作者: Fortuitous 時間: 2025-3-23 00:43
Creative Industry and Cultural Policy in Asia Reconsideredeo-liberal global policy with the formation of collaborative consortiums or communities that project and mold their creative industries in certain directions. Despite this, there are cases in which some creative industries can work relatively autonomous outside these kinds of hegemonic controls.作者: 埋伏 時間: 2025-3-23 03:25
Creative Industries and Cool Japan or what Iwabuchi calls brand nationalism. In the wake of strong competition from Korea and China, the author critically evaluates brand nationalism, which is an attempt for the sake of national interest to drive and promote Japanese cultural products.作者: deciduous 時間: 2025-3-23 07:48 作者: 牌帶來 時間: 2025-3-23 12:46 作者: 兩棲動物 時間: 2025-3-23 17:30
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.作者: 方舟 時間: 2025-3-23 21:31
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作者: 單片眼鏡 時間: 2025-3-23 22:45
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.作者: 鳥籠 時間: 2025-3-24 02:48
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.作者: 碳水化合物 時間: 2025-3-24 08:11
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.作者: affect 時間: 2025-3-24 14:37
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.作者: 失誤 時間: 2025-3-24 16:10
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作者: 悠然 時間: 2025-3-24 21:25 作者: Cardiac-Output 時間: 2025-3-24 23:36
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作者: 把…比做 時間: 2025-3-25 06:18
https://doi.org/10.1007/978-3-531-19385-4cy, assumes particular significance in social network markets where many creative industries belong, especially in the context of weak copyright enforcement, poor content discoverability, and increasing adoption of freemium business models.作者: 確定的事 時間: 2025-3-25 08:15
Introduction, 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作者: 勤勉 時間: 2025-3-25 13:26
The Role of Dual Institutional- and Technological Entrepreneurship in the Formation of the Japanese environment. It also identifies four contested key issues in the formation of the social-game industry, which provides the perspective of western understanding of game marketing and development, a new alternative business model in Asia.作者: GEST 時間: 2025-3-25 18:52 作者: Alpha-Cells 時間: 2025-3-25 22:59 作者: 含糊其辭 時間: 2025-3-26 03:17
Book 2016d 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.?.作者: Hemoptysis 時間: 2025-3-26 08:07
Book 2016on 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 aime作者: FAR 時間: 2025-3-26 12:19 作者: 我不怕犧牲 時間: 2025-3-26 13:21 作者: Rotator-Cuff 時間: 2025-3-26 18:53
T. A. J. Tas MSc,N. M. van Rijssen MSc or what Iwabuchi calls brand nationalism. In the wake of strong competition from Korea and China, the author critically evaluates brand nationalism, which is an attempt for the sake of national interest to drive and promote Japanese cultural products.作者: 設(shè)想 時間: 2025-3-26 23:24
J. M. A. van Es BSc,R. F. van Esinteracts with the market and economics. Keane also problematizes the term “industries,” which mistakenly focuses on neoliberalism. The author suggests in the highly regulated market under the pretext of cultural policy in China, is in fact a kind of authoritarian liberalism under which the role of the creative industries is highly questionable.作者: figure 時間: 2025-3-27 04:16 作者: TEM 時間: 2025-3-27 06:49
Application of the Revised Model,-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.作者: 廣告 時間: 2025-3-27 12:25 作者: 入伍儀式 時間: 2025-3-27 13:48 作者: 極小量 時間: 2025-3-27 19:56
Informelle politische Kommunikationf 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.作者: 語言學(xué) 時間: 2025-3-28 01:18 作者: 最初 時間: 2025-3-28 02:31
https://doi.org/10.1007/978-3-531-19098-3ommunities 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.作者: Deadpan 時間: 2025-3-28 06:34
Introduction,nd comparative studies. The introductory chapter advocates the need for revealing globalization of digital game development and marketing. On the one hand, it suggests a global political-economic perspective in analyzing the operation of game industries. On the other hand, there is a need to refocus作者: 哀悼 時間: 2025-3-28 12:03
Creative Industry and Cultural Policy in Asia ReconsideredAsia. The chapter argues that, despite operating more or less on a free-market economy, the non-Asian cultural industries are equally protected by a neo-liberal global policy with the formation of collaborative consortiums or communities that project and mold their creative industries in certain dir作者: 用樹皮 時間: 2025-3-28 17:52
Creative Industries and Cool Japane evidence and trend in which the state intersects with the market by means of the Cool Japan initiatives, which can be regarded as a cultural policy, or what Iwabuchi calls brand nationalism. In the wake of strong competition from Korea and China, the author critically evaluates brand nationalism, 作者: Extricate 時間: 2025-3-28 20:55 作者: Vasoconstrictor 時間: 2025-3-29 02:27
Globalizing the Chinese Online Game Industry: From Incubation and Hybridization to Structural Expans Tracing China’s intensifying presence in the multilateral flow of global online games, the chapter further explicates how Chinese gaming companies have engaged with the global creative economy with their consolidated cultural and economic resources in the past two decades. The authors identify thre作者: Decline 時間: 2025-3-29 03:21
The Role of Dual Institutional- and Technological Entrepreneurship in the Formation of the Japanese with established institutional structures and experiment with new, contested alternatives. The chapter explicates a dual entrepreneurship function involving both technological entrepreneurship to introduce new game platforms and institutional entrepreneurship to proactively change the institutional 作者: Foment 時間: 2025-3-29 08:35
Revisiting Creative Industry Models for Game Industry Development in Southeast Asia to participate in global game development. The chapter provides a detailed theoretical discussion on cultural and economic decentralization of the US-centered transnationalism and globalization. With the game industry as the empirical case, the chapter also discusses the argument that the sole focu作者: 平躺 時間: 2025-3-29 15:16
The Globally Integrated Network of South Korean Online Game Industrypter argues that new media industries in Asia reflect a state-led development model, which shows countries with limited domestic markets are able to participate in the world economy through the development of new technology and governmental support policies. By analyzing the global success of the So作者: FILLY 時間: 2025-3-29 19:03 作者: PANIC 時間: 2025-3-29 22:20 作者: Exaggerate 時間: 2025-3-30 00:44
Contested Reception of the Free-To-Play Business Model in the North American Video Game Marketndustry is widely discussed in various literatures, this chapter not only summarizes the major trends but also, by focusing on the production aspect of games, offers a critical interpretation of the production context and environment. The author finds that top-level management in game corporations a作者: RAGE 時間: 2025-3-30 04:13
Beyond the Game of Cat and Mouse: Challenges of Discoverability and Piracy in the Mobile Gaming Markulture exacerbates challenges for developers. The chapter examines game developers’ adaptation to the challenge of discoverability through chart manipulation, and implications of piracy in the circulation, promotion, and production of content. The author proposes an alternative thinking towards pira作者: 異教徒 時間: 2025-3-30 12:12 作者: CRATE 時間: 2025-3-30 13:53 作者: Abduct 時間: 2025-3-30 17:21
The Decline of MMOsn diluted and their core audience has deserted them. The chapter discusses seven core issues including the cost, the variety of styles, the revenue models, the gaming experience, features, the satisfaction of players, and the autonomy in creative design. The author suggests ways to prevent MMOs from作者: Grating 時間: 2025-3-30 21:12 作者: promote 時間: 2025-3-31 02:26 作者: Hemiplegia 時間: 2025-3-31 08:03