Transnational Contexts of Culture, Gender, Class, and Colonialism in Play -

Transnational Contexts of Culture, Gender, Class, and Colonialism in Play

Video Games in East Asia

Alexis Pulos, S. Austin Lee (Herausgeber)

Buch | Softcover
XV, 218 Seiten
2018 | 1. Softcover reprint of the original 1st ed. 2016
Springer International Publishing (Verlag)
978-3-319-82917-3 (ISBN)
96,29 inkl. MwSt
This book examines the local, regional and transnational contexts of video games through a focused analysis on gaming communities, the ways game design regulates gender and class relations, and the impacts of colonization on game design. The critical interest in games as a cultural artifact is covered by a wide range of interdisciplinary work. To highlight the social impacts of games the first section of the book covers the systems built around high score game competitions, the development of independent game design communities, and the formation of fan communities and cosplay. The second section of the book offers a deeper analysis of game structures, gender and masculinity, and the economic constraints of empire that are built into game design. The final section offers a macro perspective on transnational and colonial discourses built into the cultural structures of East Asian game play.

Alexis Pulos is Assistant Professor at Northern Kentucky University, USA and teaches games and culture, board game design, and video game analysis. He received his PhD from University of New Mexico where he studied rhetoric, new media, digital games, and film. His current work focuses on the ways player agency is structured through the design and social regulation of rule systems. S. Austin Lee is Assistant Professor at Northern Kentucky University, USA. He received his BA from Seoul National University, South Korea and MA/PhD from Michigan State University, USA. His areas of expertise include communication technology and culture and communication. His scholarly work has been published in top academic journals, including Journal of Applied Psychology. He also received the top paper award from the National Communication Association.

Introduction.- Part I. Gamer Culture.- 1. Bullet Hell: The Globalized Growth of Danmaku Games and the Digital Culture of High Scores and World Records; Mark Johnson.- 2. The Contents Production Fields and Doujin Game Developers in Japan: Creation of Various Game Expressions driven by Non-economic Rewards; Nobushige Hichibe.- 3. From Pioneering Amateur to Tamed Co-operator: Tamed Desires and Untamed Resistance in the Cosplay Scene in China; Anthony Fung.- Part II. Gender and Class.- 4. Making Masculinity: Articulations of Gender and Japaneseness in Japanese RPGs and Machinima; Lucy Glasspool5. Living the Simple Life: Defining Agricultural-simulation Games through Empire; Fan Zhang.- Part III. Colonialism and Transnationalism.- 6. Virtual Colonialism: Japan's Others in SoulCalibur; Rachael Hutchinson.- 7. A Chinese Cyber Diaspora: Contact and Identity Negotiation in a Game World; Holin Lin and Chuen-Tsai Sun.- List of Contibutors.- Index.

Erscheinungsdatum
Reihe/Serie East Asian Popular Culture
Zusatzinfo XV, 218 p. 14 illus. in color.
Verlagsort Cham
Sprache englisch
Maße 148 x 210 mm
Gewicht 313 g
Themenwelt Sozialwissenschaften Soziologie
Schlagworte Colonialism and Transnationalism • Gamer Culture • Gaming, Gender, and Class • Transnational Gaming • video games
ISBN-10 3-319-82917-3 / 3319829173
ISBN-13 978-3-319-82917-3 / 9783319829173
Zustand Neuware
Haben Sie eine Frage zum Produkt?
Mehr entdecken
aus dem Bereich