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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
41#
發(fā)表于 2025-3-28 17:52:24 | 只看該作者
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,
42#
發(fā)表于 2025-3-28 20:55:18 | 只看該作者
43#
發(fā)表于 2025-3-29 02:27:49 | 只看該作者
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
44#
發(fā)表于 2025-3-29 03:21:12 | 只看該作者
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
45#
發(fā)表于 2025-3-29 08:35:09 | 只看該作者
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
46#
發(fā)表于 2025-3-29 15:16:30 | 只看該作者
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
47#
發(fā)表于 2025-3-29 19:03:31 | 只看該作者
48#
發(fā)表于 2025-3-29 22:20:59 | 只看該作者
49#
發(fā)表于 2025-3-30 00:44:17 | 只看該作者
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
50#
發(fā)表于 2025-3-30 04:13:25 | 只看該作者
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
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