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THE CHINESE VIDEO GAME INDUSTRY

Akinori Nakamura, Boris L.F. Pun, Degang Kong, Deng Jian, Feng Chen, Gejun Huang, Jing Sun, Judd Ethan Ruggill, Hanna Wirman, Kenneth C. C. Yang, Ken S. McAllister, Kui Zhou, Mateusz Felczak, Ranran He, Rhys Jones, Shule Cao, Wei He, Xinyi Xu, Yowei Kang, Yue Li


 

The recent and dramatic development of China’s economy and international political muscle is especially pronounced in the country’s video game industry. Now the largest of its kind in the world by gross revenue, the Chinese video game industry impacts every player in the global game market and has begun to directly influence the nature of the video game medium itself. From its conceptualization of the player as a category and commodity, to its approach to the design, development, and marketing of products and services, the Chinese game industry is engaging in a complex, innovative, and fascinating reimagining of the video game as a cultural and industrial force.


The purpose of The Chinese Video Game Industry is to help introduce and investigate this industrial and cultural powerhouse. The book’s contributors array the industry across its history, economics, organization, politics, and cultures, documenting its rise, exploring its operational, cultural, and aesthetic characteristics, and capturing its context vis-à-vis the global media landscape. In so doing, the contributors provide a robust resource for anyone interested in studying, building, or even simply appreciating games.

 

PUBLICATION DETAILS

LANGUAGE

BINDING

EDITION

ISBN

YEAR

PAGES

English

Hardcover


9783031415036

2024

286

English

Paperback


9783031415067

2024

286

English

eBook


9783031415043

2024

286

OTHER NAMES

The Chinese Video Game Industry

 

TAGS


Publishers: #Palgrave (Palgrave)

Languages: #English 

Accessibility: N/A

Year: #Year2024


Companies: 

N/A


Public Figures:

N/A


Games:

#HonorOfKings (Honor of Kings)

#Onmyoji (Onmyoji)


Misc:

#PalgraveGamesInContext (Palgrave Games In Context)

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