Transnational Contexts of Development History, Sociality, and Society of Play

Video Games in East Asia

Nonfiction, History, Asian, Asia, Social & Cultural Studies, Political Science, International, Social Science
Cover of the book Transnational Contexts of Development History, Sociality, and Society of Play by , Springer International Publishing
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Author: ISBN: 9783319438207
Publisher: Springer International Publishing Publication: January 21, 2017
Imprint: Palgrave Macmillan Language: English
Author:
ISBN: 9783319438207
Publisher: Springer International Publishing
Publication: January 21, 2017
Imprint: Palgrave Macmillan
Language: English

This book examines the historical background of game development, offline and online gamer interactions, and presents a method to study the health impacts of digital games in East Asia. Focusing on examinations of how video games shape external interactions with the world as well as internal spaces, Lee and Pulos' volume brings together a range of approaches and regions to understand the impact of video games in East Asia and beyond. Contributions range from assessments of Nintendo's lasting technological impact in Japan and globally to analyses of mobile social gaming among teenage girls in Korea, with qualitative and quantitative methodologies set in contact with one another to offer a full spectrum of perspectives on video gaming and its profound cultural impact.

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

This book examines the historical background of game development, offline and online gamer interactions, and presents a method to study the health impacts of digital games in East Asia. Focusing on examinations of how video games shape external interactions with the world as well as internal spaces, Lee and Pulos' volume brings together a range of approaches and regions to understand the impact of video games in East Asia and beyond. Contributions range from assessments of Nintendo's lasting technological impact in Japan and globally to analyses of mobile social gaming among teenage girls in Korea, with qualitative and quantitative methodologies set in contact with one another to offer a full spectrum of perspectives on video gaming and its profound cultural impact.

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