Mobile Gaming in Asia
Springer (Verlag)
978-94-024-0824-9 (ISBN)
Part I: Emergence of Asian Mobile Games.- 1: The Emergence of Asian Mobile Games: Definitions, Industries, and Trajectories.- 2: Games of Being Mobile: The Unruly Rise of Mobile Gaming in Japan.- 3: The Asian Mobile Gaming Marketplace: Context, Opportunities and Barriers.- Part II: Mobile Game Politics and Digital Economy.- 4: Mobile game regulation in South Korea: A case study of the Shutdown Law.- 5: Mobilizing Games, Disrupting Culture: Digital Gaming in South Korea.- 6: The Impact of the Rise of Mobile Games on the Creativity and Structure of the Games Industry in China.- Part III: Mobile Gaming and Youth Culture.- 7: The Gamification of Mobile Communication in Seoul, South Korea.- 8: Internet Game Addiction in East Asia: Challenges & Opportunities.- 9: Mobile Games in China: Development and Current Status.- 10: Mobile Games in China: Ongoing Industry Transformations, Emerging Game Genres, and Evolving Player Dynamics.- Part IV: Social Gaming, Use, and Consumers.- 11: Chinese Consumers’ Perception of Social Game: A Phenomenological Study.- 12: Toward Individualistic Cooperative Play: A Systematic Analysis of Mobile Social Games in Japan.- 13: Comparison of Korean and Chinese Adolescents’ Use of Digital Game including Mobile Games.
Erscheinungsdatum | 06.08.2016 |
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Reihe/Serie | Mobile Communication in Asia: Local Insights, Global Implications |
Zusatzinfo | 22 Illustrations, black and white; VI, 247 p. 22 illus. |
Verlagsort | Dordrecht |
Sprache | englisch |
Maße | 155 x 235 mm |
Themenwelt | Naturwissenschaften |
Sozialwissenschaften ► Kommunikation / Medien ► Journalistik | |
Sozialwissenschaften ► Kommunikation / Medien ► Kommunikationswissenschaft | |
Sozialwissenschaften ► Kommunikation / Medien ► Medienwissenschaft | |
Wirtschaft | |
ISBN-10 | 94-024-0824-X / 940240824X |
ISBN-13 | 978-94-024-0824-9 / 9789402408249 |
Zustand | Neuware |
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