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
Resource Information
The item Transnational contexts of development history, sociality, and society of play : video games in East Asia, S. Austin Lee, Alexis Pulos, editors represents a specific, individual, material embodiment of a distinct intellectual or artistic creation found in University of Liverpool.This item is available to borrow from 1 library branch.
Resource Information
The item Transnational contexts of development history, sociality, and society of play : video games in East Asia, S. Austin Lee, Alexis Pulos, editors represents a specific, individual, material embodiment of a distinct intellectual or artistic creation found in University of Liverpool.
This item is available to borrow from 1 library branch.
- Extent
- 1 online resource
- 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
- Isbn
- 9783319438191
- 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
- Language
- eng
- 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
- 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
- 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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<div class="citation" vocab="http://schema.org/"><i class="fa fa-external-link-square fa-fw"></i> Data from <span resource="http://link.liverpool.ac.uk/portal/Transnational-contexts-of-development-history/9AfiKBZYuuE/" typeof="Book http://bibfra.me/vocab/lite/Item"><span property="name http://bibfra.me/vocab/lite/label"><a href="http://link.liverpool.ac.uk/portal/Transnational-contexts-of-development-history/9AfiKBZYuuE/">Transnational contexts of development history, sociality, and society of play : video games in East Asia, S. Austin Lee, Alexis Pulos, editors</a></span> - <span property="potentialAction" typeOf="OrganizeAction"><span property="agent" typeof="LibrarySystem http://library.link/vocab/LibrarySystem" resource="http://link.liverpool.ac.uk/"><span property="name http://bibfra.me/vocab/lite/label"><a property="url" href="http://link.liverpool.ac.uk/">University of Liverpool</a></span></span></span></span></div>