Coverart for item
The Resource Transnational contexts of development history, sociality, and society of play : video games in East Asia, S. Austin Lee, Alexis Pulos, editors

Transnational contexts of development history, sociality, and society of play : video games in East Asia, S. Austin Lee, Alexis Pulos, editors

Label
Transnational contexts of development history, sociality, and society of play : video games in East Asia
Title
Transnational contexts of development history, sociality, and society of play
Title remainder
video games in East Asia
Statement of responsibility
S. Austin Lee, Alexis Pulos, editors
Contributor
Editor
Subject
Language
eng
Member of
Cataloging source
N$T
Dewey number
794.8092
Illustrations
illustrations
Index
index present
LC call number
GV1469.3
Literary form
non fiction
Nature of contents
  • dictionaries
  • bibliography
http://library.link/vocab/relatedWorkOrContributorName
  • Pulos, Alexis
  • Lee, S. Austin
Series statement
East Asian popular culture
http://library.link/vocab/subjectName
  • Video games
  • Video games
  • Video games
Label
Transnational contexts of development history, sociality, and society of play : video games in East Asia, S. Austin Lee, Alexis Pulos, editors
Instantiates
Publication
Antecedent source
unknown
Bibliography note
Includes bibliographical references and index
Carrier category
online resource
Carrier category code
  • cr
Carrier MARC source
rdacarrier
Color
multicolored
Content category
text
Content type code
  • txt
Content type MARC source
rdacontent
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 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
Dimensions
unknown
Extent
1 online resource
File format
unknown
Form of item
online
Isbn
9783319438191
Level of compression
unknown
Media category
computer
Media MARC source
rdamedia
Media type code
  • c
Other physical details
illustrations
Quality assurance targets
not applicable
Reformatting quality
unknown
Sound
unknown sound
Specific material designation
remote
System control number
ocn970041794
Label
Transnational contexts of development history, sociality, and society of play : video games in East Asia, S. Austin Lee, Alexis Pulos, editors
Publication
Antecedent source
unknown
Bibliography note
Includes bibliographical references and index
Carrier category
online resource
Carrier category code
  • cr
Carrier MARC source
rdacarrier
Color
multicolored
Content category
text
Content type code
  • txt
Content type MARC source
rdacontent
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 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
Dimensions
unknown
Extent
1 online resource
File format
unknown
Form of item
online
Isbn
9783319438191
Level of compression
unknown
Media category
computer
Media MARC source
rdamedia
Media type code
  • c
Other physical details
illustrations
Quality assurance targets
not applicable
Reformatting quality
unknown
Sound
unknown sound
Specific material designation
remote
System control number
ocn970041794

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