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Gaming Globally: Production, Play, and Place (Critical Media Studies)

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Synopses & Reviews

Publisher Comments:

Video games are inherently transnational by virtue of its industrial, textual, and player practices. This collection includes essays from scholars from seven countries analyzing game cultures on macro- and micro-levels and investigates the growing transnational nature of digital play. The contributors touch upon nations not usually examined by game studies - including the former Czechoslovakia, Turkey, India, and Brazil - and also add new perspectives to the global gaming hubs of China, Singapore, Australia, Japan, and the United States. By examining both the major markets as well as regions and localities that have traditionally been under-served by dominant industrial players and under-examined by both journalists and scholars, this book offers a nuanced, fluid, and hybrid picture of gaming and new directions for game studies as the field matures beyond the binaries of hardware/software, ludology/narratology, and major/indie development. In addition to full-length essays, brief snapshots of case studies are included. The diversity of regions and perspectives explored in the snapshots and full-length essays help cultivate new ground for research and point to opportunities for scholars interested in the cross-pollination of gaming and globalization studies.

Synopsis:

Video games are inherently transnational by virtue of its industrial, textual, and player practices. This collection includes essays from scholars from seven countries analyzing game cultures on macro- and micro-levels and investigates the growing transnational nature of digital play. The contributors touch upon nations not usually examined by game studies - including the former Czechoslovakia, Turkey, India, and Brazil - and also add new perspectives to the global gaming hubs of China, Singapore, Australia, Japan, and the United States. By examining both the major markets as well as regions and localities that have traditionally been under-served by dominant industrial players and under-examined by both journalists and scholars, this book offers a nuanced, fluid, and hybrid picture of gaming and new directions for game studies as the field matures beyond the binaries of hardware/software, ludology/narratology, and major/indie development. In addition to full-length essays, brief snapshots of case studies are included. The diversity of regions and perspectives explored in the snapshots and full-length essays help cultivate new ground for research and point to opportunities for scholars interested in the cross-pollination of gaming and globalization studies.

About the Author

Nina B. Huntemann is associate professor of Communication in the Department of Communication and Journalism at Suffolk University. Ben Aslinger is assistant professor of Media and Culture in the Department of English and Media Studies at Bentley University.

Table of Contents

Introduction; B.Aslinger & N.B.Huntemann 

PART I: MACRO 

Who Plays, Who Pays? Mapping Video Game Production and Consumption Globally; R.Nichols

Dying to Play: Labor, Gender, and the Video Game Industry; N.B.Huntemann 

New Console Globalization: Ebox, ZeeBo; B.Aslinger

Indie Game Development Worldwide; D.Kazemi 

PART II: PLAY PRACTICES 

Playing at Being Social: A Case Study of Social Media and Online Games in Shanghai, China; L.Hjorth 

Why should it be that you and I should get along so Awfully? Transnational Play Singapore-United States; P.Tan 

How do you say Gamer in Hindi?; A.Shaw 

Playing Minecraft in Rural Ohio; S.Duncan 

PART III: LOCALIZATION 

Unintended Travel: ROM Hackers and Fan Translations of Japanese Videogames; M.Consalvo 

Scanlated into English; B.P.Johnson 

Indiana Jones Fights the Communist Police: Text Adventures as a Transitional Media Form in the 1980s Czechoslovakia; J.Svelch 

PART IV: STRATEGIES - STATE & INDUSTRY 

Innovation in the Australian Video games Industry: Transforming Studio Culture; J.Banks 

The Internet Development and Commercialization of Online Gaming Industry in China; P.Chung & A.Y.H.Fung 

The Politics of Games Production in Europe - Old Economics, New Politics; A.Kerr 

A Critical Analysis of Metu Tech Atom: Emerging Game Development in Turkey; M.Binark & G.Bayraktutan-Sütcü

United States Game Ratings and Censorship; C.Kocurek

Product Details

ISBN:
9781137006325
Author:
Huntemann, Nina B. (edt)
Publisher:
Palgrave MacMillan
Author:
Huntemann Nina, B.
Author:
Aslinger, Ben
Subject:
Popular Culture
Subject:
General
Subject:
Games-General
Subject:
Games-Video Games
Copyright:
Publication Date:
20130131
Binding:
HARDCOVER
Language:
English
Illustrations:
15 figures, 4 b/w tables
Pages:
292
Dimensions:
8.5 x 5.5 in

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Related Subjects

History and Social Science » Sociology » General
History and Social Science » Sociology » Media
Hobbies, Crafts, and Leisure » Games » General
Hobbies, Crafts, and Leisure » Games » Video Games

Gaming Globally: Production, Play, and Place (Critical Media Studies) New Hardcover
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Product details 292 pages Palgrave MacMillan - English 9781137006325 Reviews:
"Synopsis" by ,

Video games are inherently transnational by virtue of its industrial, textual, and player practices. This collection includes essays from scholars from seven countries analyzing game cultures on macro- and micro-levels and investigates the growing transnational nature of digital play. The contributors touch upon nations not usually examined by game studies - including the former Czechoslovakia, Turkey, India, and Brazil - and also add new perspectives to the global gaming hubs of China, Singapore, Australia, Japan, and the United States. By examining both the major markets as well as regions and localities that have traditionally been under-served by dominant industrial players and under-examined by both journalists and scholars, this book offers a nuanced, fluid, and hybrid picture of gaming and new directions for game studies as the field matures beyond the binaries of hardware/software, ludology/narratology, and major/indie development. In addition to full-length essays, brief snapshots of case studies are included. The diversity of regions and perspectives explored in the snapshots and full-length essays help cultivate new ground for research and point to opportunities for scholars interested in the cross-pollination of gaming and globalization studies.

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