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Videogames and Virtual Realities in East Asia
Videogames and Virtual Realities in East Asia
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ISBN No.: 9780415694223
Pages: 256
Year: 202101
Format: Trade Cloth (Hard Cover)
Price: $ 187.19
Dispatch delay: Dispatched between 7 to 15 days
Status: Available

Introduction Dixon Wong and William H. Kelly Part 1: Gaming Cultures and Gaming Communities 1. The Way of the Online Game Stephanie Oeben 2. Rethinking Participatory Culture: Lessons from Core Teams in China Yong Ming Kow and Bonnie Nardi 3. How online game users are different according to regions Jong H. Wi Part 2: Crossing Borders 4. Localizing Strtegies: parameters in the localization of games to and from Japan William H. Kelly 5.


More Than a Game: Studying Video Game in Hong Kong WONG Chi Hang 6. Remembering and Consuming the Good Old Days of Hong Kong in Japanese Video Games Benjamin W.M. Ng 7. Virtual colonialism: Japanese representations of identity in SoulCalibur Rachael Hutchinson Part 3: Genre, Gender & Sexuality 8. The World Not Quite Virtual Real: The Language of Bishojo Games Satomi Saito 9. How do Japanese classify, review and ban adult content for adult gamers? Clara Yip 10. From Representation to Virtual Realities: A Case Study of the Pornographic Preference among Taiwanese in Taipei Wong Heung Wah and Yau Hoi-yan 11.


Afterword William H. Kelly and Dixon Wong.


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Browse Subject Headings